// Move over obstacle float elapsedTime = 0; float duration = 0.5f; // Hardcoded vault duration Vector3 startPos = transform.position; Vector3 endPos = startPos + transform.forward * vaultDistance + Vector3.up * vaultHeight;
void Jump() rb.AddForce(new Vector3(0f, jumpForce, 0f), ForceMode.Impulse); isGrounded = false;
void Update()
bool IsWalled() // Raycast to sides RaycastHit hit; if (Physics.Raycast(transform.position, transform.right, out hit, 1.1f)
void Start() rb = GetComponent<Rigidbody>();
while (elapsedTime < duration) transform.position = Vector3.Lerp(startPos, endPos, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null;
// Move over obstacle float elapsedTime = 0; float duration = 0.5f; // Hardcoded vault duration Vector3 startPos = transform.position; Vector3 endPos = startPos + transform.forward * vaultDistance + Vector3.up * vaultHeight;
void Jump() rb.AddForce(new Vector3(0f, jumpForce, 0f), ForceMode.Impulse); isGrounded = false; fe parkour script
void Update()
bool IsWalled() // Raycast to sides RaycastHit hit; if (Physics.Raycast(transform.position, transform.right, out hit, 1.1f) // Move over obstacle float elapsedTime = 0;
void Start() rb = GetComponent<Rigidbody>(); float duration = 0.5f
while (elapsedTime < duration) transform.position = Vector3.Lerp(startPos, endPos, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null;