// 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;

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

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

// Raycast to detect walls and ground isGrounded = IsGrounded(); isWalled = IsWalled();

if (Input.GetButtonDown("Fire2") && isGrounded) StartCoroutine(Vault());

void TryWallJump() if (isWalled) WallJump();

transform.position = endPos; isVaulting = false;