@Tobinated another quick question, this time about wall climbing. i assume you use raycasting to detect whether or not the player can wall climb, but how do you handle the actual climbing, do you apply a force to the player, or use something like lerping to move them upwards
bro this is looking like assassins creed. looks so awesome man nice one
btw im prob gonna take a 3 or 2 day break, ive been working like for so long lol
This actually looks amazing, Great quality!
lol you should add concussions if your head hits something while sliding at high speed
is it just me or this video missing a few million views?
sad fact is that parkour games arent that popular 😢
@@nguyenphuonganh-v6h yeah, they never get very popular witch is a shame cus this looks awesome
@@BloksterYT same for decay look at it its insanely good
yo if u need help with animations i have some parkour animations saved
sheesh this one looks sick ngl
did you write your own movement controller for this?
@@bloxtrider if you mean gravity and stuff then no but i made this parkour system on my own
@Tobinated then how did you change the way jumping behaves?
@@bloxtrider i put a force where the player started jumping forward
oh, thanks. a lot of this stuff i dont really understand, because i usually script different things, thanks for explaining!
@Tobinated another quick question, this time about wall climbing. i assume you use raycasting to detect whether or not the player can wall climb, but how do you handle the actual climbing, do you apply a force to the player, or use something like lerping to move them upwards
after that, do dropkicking
@@poppyplaytimeguy already have
@Tobinated spring board
It’s peak
looks dope brotha
ure so fast in scripting
most of the things here like the ladder and speed vault were basically already coded just like 30 mins of refining and stuff and it worked well
nice work bro
first