Fe Parkour Script ❲High Speed❳
bool IsWalled()
bool IsGrounded() // Raycast down from center of player return Physics.Raycast(transform.position, Vector3.down, 1.1f); fe parkour script
while (elapsedTime < duration) transform.position = Vector3.Lerp(startPos, endPos, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null; bool IsWalled() bool IsGrounded() // Raycast down from
transform.position = endPos; isVaulting = false; while (elapsedTime <
public class ParkourController : MonoBehaviour
IEnumerator Vault() isVaulting = true; // Raycast ahead to find obstacle RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, vaultDistance)) // If obstacle is too high, do not vault if (hit.point.y > transform.position.y + vaultHeight) isVaulting = false; yield break;