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Question by Sawrrhd · Apr 29, 2018 at 10:57 PM · c#movementwalljump

Jump from wall to wall (wallrunning)

What can i add so that i can jump from wall to wall in this script? New to programming so i would appreciate any help i can get! :D

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityStandardAssets.Characters.FirstPerson;
 
 public class Wallrun : MonoBehaviour {
 
     private bool isWallR;
     private bool isWallL;
     private RaycastHit hitL;
     private RaycastHit hitR;
     private int jumpCount = 0;
     private RigidbodyFirstPersonController cc;
     private Rigidbody rb;
 
     // Use this for initialization
     void Start () {
 
         cc = GetComponent<RigidbodyFirstPersonController>();
         rb = GetComponent<Rigidbody>();
         
     }
     
     // Update is called once per frame
     void Update () {
     
         if (cc.Grounded)
         {
             jumpCount = 0;
         }
 
         {
             if (Physics.Raycast(transform.position, transform.right, out hitR, 1))
             {
                 if (hitR.transform.tag == "Wall")
                 {
                     isWallR = true;
                     isWallL = false;
                     jumpCount += 1;
                     rb.useGravity = false;
                     StartCoroutine (afterRun());
                 }
             }
 
             if (Physics.Raycast(transform.position, -transform.right, out hitL, 1))
             {
                 if (hitL.transform.tag == "Wall")
                 {
                     isWallL = true;
                     isWallR = false;
                     jumpCount += 1;
                     rb.useGravity = false;
                     StartCoroutine (afterRun());
                 }
             }
         }
         
     }
 
     IEnumerator afterRun()
     {
         yield return new WaitForSeconds(0.5f);
         isWallL = false;
         isWallR = false;
         rb.useGravity = true;
     }
 }
 
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Answer by KittenSnipes · May 06, 2018 at 09:17 AM

@Sawrrhd I found this nice script that should be good enough to modify. Should help you out a bit. Cheers! :D

     public float speed = 8;
     public float jumpForce = 10;
     public float gravity = 25;
     private Vector3 moveVector;
     private Vector3 lastMove;
     private float verticalVelocity;
     private CharacterController controller;
 
     private void Start()
     {
         controller = GetComponent<CharacterController>();
     }
 
     private void Update()
     {
         moveVector = Vector3.zero;
         moveVector.x = Input.GetAxis("Horizontal");
         moveVector.z = Input.GetAxis("Vertical");
 
         if (controller.isGrounded)
         {
             verticalVelocity = -1;
             if (Input.GetKeyDown(KeyCode.Space))
             {
                 verticalVelocity = jumpForce;
             }
         }
 
         else
         {
             verticalVelocity -= gravity * Time.deltaTime;
             moveVector = lastMove;
         }
 
         moveVector.y = 0;
         moveVector.Normalize();
         moveVector *= speed;
         moveVector.y = verticalVelocity;
 
         controller.Move(moveVector * Time.deltaTime);
         lastMove = moveVector;
     }
 
     private void OnControllerColliderHit(ControllerColliderHit hit)
     {
         if (!controller.isGrounded && hit.normal.y < 0.1f)
         {
             if (Input.GetKeyDown(KeyCode.Space))
             {
                 verticalVelocity = jumpForce;
                 moveVector = hit.normal * speed;
             }
         }
     }
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avatar image Sawrrhd · May 06, 2018 at 12:07 PM 0
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Thanks alot! :D

avatar image KittenSnipes Sawrrhd · May 07, 2018 at 01:03 AM 1
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@Sawrrhd

No problem. I hope this helps.

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