4 min read
🏃‍♂️ Parkour System with the Modular Third-Person Framework

Obstacle traversal is a key feature of any modern third-person game, whether you’re aiming for realism, flow, or action. True Tactical Studio’s Modular Third-Person Framework features a robust Parkour System that lets characters vault, jump, and climb over obstacles with responsive, visually satisfying movement. Here’s how it works, and how you can adapt it to your own project. 


Why Parkour Matters in Third-Person Games A responsive parkour system doesn’t just make gameplay feel more fun—it opens up your level design and lets players express themselves through movement.

It’s also one of the most technically challenging features to build, requiring precise animation, dynamic collision, and fluid player control. 


How the Parkour System Works1. Vault Action (Low Obstacles) 

  • When the player approaches a low obstacle, a single button press triggers a vault animation.
  • The system checks obstacle height and type, smoothly transitions the character over the object, and resumes full control as soon as the action is complete.
  • Vaulting maintains player momentum, keeping gameplay fast and engaging.

 2. Small Jump (Medium Obstacles) 

  • For objects that are too high to vault but not high enough for a full climb, the Small Jump action comes into play.
  • This lets players jump and pull themselves over ledges or barriers, providing control and flexibility in navigation.
  • Parameters for jump force, timing, and animation can be tweaked using Scriptable Objects.

 3. High Jump (Large Obstacles) 

  • High Jump is designed for larger walls or barriers, where the player must commit to a more involved traversal.
  • The system handles player approach, jump trajectory, hand and foot placement (using IK if enabled), and safe landing.
  • Each action can trigger different animations or sound cues, adding immersion and feedback.

Customizing Parkour for Your Game 

  • All parkour actions (vault, small jump, high jump) are managed through Scriptable Objects, letting you tune distances, animation blends, and physical behavior.
  • The system checks player position, movement speed, and obstacle height in real time to trigger the appropriate action.
  • It’s easy to add new parkour moves (like slides or wall runs) by extending the framework.

Why This Parkour System Stands Out 

  • Modular: Add or remove parkour actions as needed for your gameplay style
  • Customizable: Tweak every aspect with Scriptable Objects—no code changes required
  • Integrated: Works seamlessly with climbing, foot IK, and movement systems

Tips for Unity Developers 

  • Test parkour actions with different obstacle shapes and sizes to ensure reliability.
  • Use debug gizmos or visual markers to preview detection zones and jump trajectories in the editor.
  • Balance animation speed and movement force for a responsive, “weighty” feel.

Which Parkour Action Is Most Useful for You? Do you prefer vaults, jumps, or another style of traversal in your games?

What’s the biggest challenge you’ve faced building a parkour system?

Share your thoughts below, or ask how to expand the framework for your project! 


Try the Modular Third-Person Framework Want a plug-and-play parkour system for Unity that you can tweak to fit any genre?

Check out the asset on the Unity Asset Store! Versatile Third-Person Controller System | Systems | Unity Asset Store

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