void Update() // Simple movement float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical");

void WallJump() // Assuming the wall normal can be detected properly Vector3 wallNormal = GetWallNormal(); Vector3 wallJumpDirection = Quaternion.Euler(0, 90, 0) * wallNormal; rb.velocity = new Vector3(wallJumpDirection.x * wallJumpForce, wallJumpForce, wallJumpDirection.z * wallJumpForce);

transform.position = endPos; isVaulting = false;

Vector3 movement = new Vector3(horizontal, 0.0f, vertical);

bool IsGrounded() // Raycast down from center of player return Physics.Raycast(transform.position, Vector3.down, 1.1f);

void Start() rb = GetComponent<Rigidbody>();

// 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;

// Jumping if (Input.GetButtonDown("Jump") && isGrounded) Jump();