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Question by Toy · Mar 23, 2012 at 02:45 PM · jumprunwall jumpparkour

WallRun with a Jump

Hi there, I have a WallRun action. I would like to be able to Jump while Im wallrunning.

Right now my wallrun is just a translation in Z in the air.

My wallrun and my jump action input is left click.

Can anybody give me a hand.

Here is my script.

 using UnityEngine;
 using System.Collections;
 
 public class WallRun : MonoBehaviour 
 {
     public float wallRunningDistance;
 
     public float climbingSpeed;
     public AnimationCurve curve;
     
     private CharacterController characterController;
     private CharacterMotor motor;
     private float originalHeight;
     private Vector3 wallRunStartPosition;
     private Vector3 destination;
     private float currentTime = 0.0f;
     private bool isWallRunning = false;
     private bool leftClick = false;
     private bool canWallRun = true;
     private bool canJump = true;    
     
     void Start () 
     {
         characterController = GetComponent<CharacterController>();
         motor = GetComponent<CharacterMotor>(); 
         originalHeight = characterController.height;            
     }        
     
     void Update ()
     {
         if(canWallRun == true && characterController.isGrounded == false)
         {                
             if(Input.GetMouseButtonDown(0))
             {
                 canWallRun = false;
                 canJump = true;
                 characterController.center = new Vector3(0.0f, + originalHeight/2.0f, 0.0f);
                 wallRunStartPosition = transform.position;
                 destination.z = transform.position.z+ 1.0f;
                 destination = wallRunStartPosition + transform.forward * (wallRunningDistance + motor.movement.velocity.magnitude);
                 leftClick = true;
                 isWallRunning = true;
                 motor.canControl = false;
             }
         }
         
         else if(characterController.isGrounded == true)    //    Peut seulement wallrunner une fois
         {
             canWallRun = true;
         }
         
         if(Input.GetMouseButtonUp(0))    //    retrouve ma position original
         {
             leftClick = false;
         }
         
         if(isWallRunning)
         {
             if(currentTime < 1 )
             {
                 currentTime += climbingSpeed * Time.deltaTime;
                 transform.position = Vector3.Lerp(wallRunStartPosition, destination , curve.Evaluate(currentTime));
             }
             
             if(!leftClick)    //    retrouve ma position original
             {
                 canJump = true;
                 ResetWallRun();                    
             }
         }
     }
     
     private void ResetWallRun()
     {
         characterController.height = originalHeight;
         characterController.center = new Vector3(0.0f, 0.0f, 0.0f);
         currentTime = 0.0f;
         isWallRunning = false;
         motor.canControl = true;
     }        
 }
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Answer by Berenger · Mar 23, 2012 at 04:18 PM

If you know how to do a regular jump (there is one in FPSinputcontroller, or the TPS one), you just need to do the same whilst running, maybe adding the wal's normal in the direction.

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Answer by Toy · Mar 23, 2012 at 04:49 PM

Im using the FPS Control

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