void Update() isWalled)) TryWallJump();
if (Input.GetButtonDown("Fire2") && isGrounded) StartCoroutine(Vault());
void Start() rb = GetComponent<Rigidbody>();
// Movement Variables public float runSpeed = 8.0f; public float jumpForce = 5.0f; public float wallJumpForce = 5.0f; public float vaultDistance = 2.0f; public float vaultHeight = 1.0f;
private Rigidbody rb; private bool isGrounded = true; private bool isWalled = false; private bool isVaulting = false;
// 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;
public class ParkourController : MonoBehaviour
Parkour Script [patched] - Fe
void Update() isWalled)) TryWallJump();
if (Input.GetButtonDown("Fire2") && isGrounded) StartCoroutine(Vault()); fe parkour script
void Start() rb = GetComponent<Rigidbody>(); void Update() isWalled)) TryWallJump();
if (Input
// Movement Variables public float runSpeed = 8.0f; public float jumpForce = 5.0f; public float wallJumpForce = 5.0f; public float vaultDistance = 2.0f; public float vaultHeight = 1.0f; void Update() isWalled)) TryWallJump()
private Rigidbody rb; private bool isGrounded = true; private bool isWalled = false; private bool isVaulting = false;
// 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;
public class ParkourController : MonoBehaviour
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