5 min read
Parkour System in V2.0 – Vertical & Horizontal Traversal Made Modular

Version 2.0 of the Modular Third-Person Framework upgrades traversal with a fully expanded Parkour System. Previously limited to vertical movements like vaults and jumps, V2.0 introduces the new Slide action, giving developers a complete toolkit for dynamic, cinematic movement — all built on a modular, state-driven architecture. 

🔄 Seamless Integration with Core StatesParkour is fully unified with the framework’s movement system — no patchwork logic required. 

  • Entry: PlayerParkourState activates when the player interacts with a ParkourObject, checking its type via ParkourInteractionEnums.
  • Execution: Vault, Small Jump, High Jump, and Slide actions are executed using parameters from ParkourConfig.
  • Exit: After parkourObjectTimeout, the system transitions back to locomotion automatically.
  • Inheritance: All parkour states inherit from PlayerMovementBaseState, ensuring consistent behavior across movement systems.

 Want cinematic traversal without building a custom system? This is ready to drop in. 


↕️ From Vertical to Horizontal MovementBefore V2.0, parkour was limited to vertical actions: 

  • Vault
  • Small Jump
  • High Jump

 Now, the new Slide action adds horizontal traversal — letting players move under obstacles with fluid motion. This expands gameplay possibilities and makes environments feel more interactive.Need stealth movement or fast-paced action? Slide adds instant depth. 


🧱 Object-Driven Parkour LogicThe ParkourObject defines how players interact with obstacles: 

  • Action Type: Vault, Jump, or Slide
  • Size & Alignment: Uses renderer dimensions and closest point for precise player positioning
  • Interaction: Objects defer logic to the state machine — no custom scripts needed

 Design parkour interactions visually — no coding required. 


⚙️ Config Spotlight – ParkourConfigCustomize parkour behavior with the ParkourConfig ScriptableObject: 

  • Action Type: Matches a ParkourInteractionEnums entry
  • Timeout: Controls action duration (sync with animation length)
  • Force: Adds directional momentum (e.g., forward push for vault, sliding velocity)
  • Speed Curve: Shapes pacing for natural movement

 Want to add new parkour actions? Just extend the enum and config — no refactor needed. 


🧠 Architecture Overview 

  • MonoBehaviour: PlayerCoreOrchestrator – orchestrates all states
  • State: PlayerParkourState – manages entry, execution, and exit
  • Scene Component: ParkourObject – defines interaction type and alignment
  • Config: ParkourConfig – defines timing, force, and curves per action

  

 Quick Setup Checklist 

  • Add a ParkourObject to your obstacle and assign an action type
  • Create a ParkourConfig asset with force, timeout, and curve values
  • Link the config through the orchestrator
  • Test vertical (vault/jump) and horizontal (slide) actions in play mode
  • Match Animator clip lengths with config timeouts for smooth transitions

  

🎞️ Notes on AnimationsThe framework is code-only. Developers should: 

  • Import vault, jump, and slide clips from their animation library
  • Place them in the Animator under a Parkour sub-state machine
  • Sync animation lengths with ParkourConfig timeouts


🧩 Final NotesThe Parkour System in V2.0 transforms traversal from vertical-only to full vertical + horizontal movement. With Slide added alongside Vault and Jumps — and the ability to extend the system with new actions — developers can craft environments that feel dynamic, immersive, and production-ready.Want to prototype stealth, action, or cinematic gameplay? This system saves weeks of setup and scales with your project.


👉 Get the Modular Third-Person Framework on the Unity Asset Store: https://assetstore.unity.com/packages/templates/systems/versatile-third-person-controller-system-281833
👉 Already using the framework? Share your experience — leave a review here: https://assetstore.unity.com/packages/templates/systems/versatile-third-person-controller-system-281833#reviews

👉 [Documentation Hub – High-Level Overview + System Architecture]: Unity Game Development Docs | True Tactical Studio

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