Fe Parkour Script -

bool IsGrounded() // Raycast down from center of player return Physics.Raycast(transform.position, Vector3.down, 1.1f);

Vector3 GetWallNormal() // Raycast to sides to get wall normal RaycastHit hit; if (Physics.Raycast(transform.position, transform.right, out hit, 1.1f)) return hit.normal; else if (Physics.Raycast(transform.position, -transform.right, out hit, 1.1f)) return hit.normal; return Vector3.zero; fe parkour script

while (elapsedTime < duration) transform.position = Vector3.Lerp(startPos, endPos, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null; bool IsGrounded() // Raycast down from center of

void TryWallJump() if (isWalled) WallJump(); 1.1f)) return hit.normal

void WallJump() // Assuming the wall normal can be detected properly Vector3 wallNormal = GetWallNormal(); Vector3 wallJumpDirection = Quaternion.Euler(0, 90, 0) * wallNormal; rb.velocity = new Vector3(wallJumpDirection.x * wallJumpForce, wallJumpForce, wallJumpDirection.z * wallJumpForce);