bool IsWalled()
void Start() rb = GetComponent<Rigidbody>();
bool IsGrounded() // Raycast down from center of player return Physics.Raycast(transform.position, Vector3.down, 1.1f);
// 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;
while (elapsedTime < duration) transform.position = Vector3.Lerp(startPos, endPos, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null;
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