Build a Parkour System: Wall Running, Jumping, and Vaulting
Forget walking! Forget gravity! Let’s build some freaking parkour mechanics. This isn’t just about jumping higher; it’s about manipulating the game world, bending it to your will, and traversing it with style. We’re ditching the hand-holding tutorial and jumping straight into the code, building a system that’s both functional and FUN. Even if you’ve never written a line of game code before, buckle up. This is your gateway to defying physics, one wall run at a time.
Setting the Stage: Basic Movement
Before we can channel our inner ninja, we need a basic character controller. I’m assuming you have a simple movement script already – something that lets your character walk and jump. If not, there are countless tutorials online for basic character movement in Unity (using CharacterController
) or Unreal Engine (using CharacterMovementComponent
). Nail that down first.
Don’t fall into the trap of over-complicating your initial movement. Focus on a solid foundation before adding fancy features. A common mistake is trying to implement everything at once. Start with the basics, and then incrementally add parkour elements.
Wall Running: Defying Gravity
Wall running is where things get interesting. The core idea is to detect a wall, latch onto it, and move along it.
Here’s the opinionated take: Forget complex animation blending at first. Get the core mechanic working. A simple upward force and forward movement is enough to start. Polish comes later.
Step 1: Wall Detection.
Use a Raycast
to detect walls in front of the character. This casts a ray from your character, and if it hits something, it gives you information about the hit object.
// C# - Unity Example
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.forward, out hit, wallRunDistance)) {
if (hit.collider.CompareTag("Wall")) {
// We hit a wall!
isWallRunning = true;
wallNormal = hit.normal; // Store the wall's normal for later use
}
} else {
isWallRunning = false;
}
Step 2: Apply Forces.
While isWallRunning
is true, apply an upward force and a force along the wall.
// C# - Unity Example
if (isWallRunning) {
// Apply upward force to counteract gravity
rb.AddForce(Vector3.up * wallRunGravity, ForceMode.Force);
// Calculate the direction to run along the wall
Vector3 wallRunDirection = Vector3.Cross(wallNormal, Vector3.up);
if (Vector3.Dot(wallRunDirection, transform.forward) < 0) {
wallRunDirection = -wallRunDirection; // Ensure correct direction
}
// Apply force along the wall
rb.AddForce(wallRunDirection * wallRunSpeed, ForceMode.Force);
}
Pitfalls:
- Sticking to the Wall: If your character gets “stuck” to the wall, it’s likely the
Raycast
is continuously hitting the wall even when you want to jump off. Implement a timer to prevent wall running immediately after jumping off a wall. - Disorientation: Wall running can be disorienting. Gradually rotate the camera to align with the wall for a smoother experience.
Jumping: The Foundation of Freedom
Jumping seems simple, but nailing the feel is crucial. Ditch the default Unity jump; let’s build something snappier.
Step 1: Ground Detection.
Reliable ground detection is vital. Use a Raycast
pointing downwards.
Step 2: Apply Impulse.
Instead of applying a continuous force, use an impulse to instantly propel the character upwards.
// C# - Unity Example
if (Input.GetButtonDown("Jump") && isGrounded) {
rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
isGrounded = false; // Prevent immediate re-jumping
}
Fine Tuning:
- Coyote Time: Allow a small window after leaving the ground where the player can still jump. This makes jumps feel more forgiving.
- Variable Jump Height: Adjust jump height based on how long the jump button is held.
Vaulting: Graceful Obstacle Navigation
Vaulting allows your character to gracefully overcome obstacles. This is often the most complex mechanic to implement.
Step 1: Obstacle Detection.
Cast a Raycast
forward to detect obstacles within vaulting range.
Step 2: Determine Vault Type.
Based on the height of the obstacle, choose a vault animation (e.g., a low vault over a short wall, a high vault over a taller one). This is often skipped for simplicity but adds a lot to the feel.
Step 3: Animation and Movement.
Trigger the vault animation and smoothly move the character over the obstacle. Don’t just teleport!
// C# - Unity Example (Simplified)
if (Physics.Raycast(transform.position, transform.forward, out hit, vaultDistance)) {
if (hit.collider.CompareTag("Vaultable")) {
StartCoroutine(Vault(hit.transform.position));
}
}
IEnumerator Vault(Vector3 targetPosition) {
// Disable player control during the vault
canMove = false;
float elapsedTime = 0;
Vector3 startingPosition = transform.position;
while (elapsedTime < vaultDuration) {
transform.position = Vector3.Lerp(startingPosition, targetPosition + vaultOffset, (elapsedTime / vaultDuration));
elapsedTime += Time.deltaTime;
yield return null;
}
// Re-enable player control
canMove = true;
}
Challenges:
- Animation Synchronization: Ensuring the animation perfectly matches the character’s movement is tricky. Use root motion to drive the character’s position from the animation.
- Edge Cases: Vaulting near corners or uneven surfaces can lead to unexpected behavior. Add additional
Raycasts
to detect these situations and adjust the vault accordingly.
The Iterative Approach: Build, Test, Refine
The biggest mistake developers make is trying to perfect each mechanic in isolation. Instead, build a basic version of all three mechanics, then iterate. Playtest frequently, get feedback, and refine based on what feels good. Don’t be afraid to completely scrap and rewrite a mechanic if it’s not working. Your initial code is just a starting point, not a sacred artifact.
Finally, remember that polish is key. Subtle tweaks to animation timings, camera movement, and particle effects can make a huge difference in how the game feels.
Now go, defy gravity. Make something awesome.