Walljump System

In this tutorial, I will teach you how to make a functional walljump.

by vParkuu

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Introduction

Let's say you are making a 3D Platformer game and wants to add some abilities. In this tutorial I will be teaching you how to make a Walljump ability.


Notes

The walljump will only work for Keyboard. If you want to add mobile support, just change the InputBegan function.

For this system, you will need to insert a LocalScript inside StarterCharacterScripts.


Variables

local UserInputService = game:GetService("UserInputService") -- Gets the UserInputService service
local Players = game:GetService("Players") -- Gets the Players service

local Plr = Players.LocalPlayer -- Gets the LocalPlayer

local CanWallJump = true -- Determines if the player can walljump

Functions

function GetSurface() -- Returns the surface that the local player is currently standing on
	return Plr.Character.Humanoid.FloorMaterial
end

function IsWallHugging() -- Returns the wall that the local player is facing
	-- Raycasting takes 3 parameters (Origin: Vector3, Direction: Vector3, RaycastParams: RaycastParams)
	-- But we will only be using the first two of them.

	local Origin = Plr.Character.PrimaryPart.Position -- The current HumanoidRootPart position
	local Direction = Plr.Character.PrimaryPart.CFrame.LookVector -- The direction that the player is currently looking at

	local Raycast = workspace:Raycast(Origin, Direction) -- Raycasting

	return Raycast and Raycast.Instance or nil -- If Raycast isn't nil then the function will return Raycast.Instance otherwise it will return nil
end

function WallJump() -- Makes the character walljump
	local InAir = GetSurface() == Enum.Material.Air -- true or false
	local Wall = IsWallHugging() -- Instance or nil

	if InAir and Wall and CanWallJump then -- Checks if player is in air and is hugging a wall and can walljump
		CanWallJump = false -- Sets CanWallJump to false so the player can't spam jump

		Plr.Character.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping) -- Forces the player to jump

		-- If you want to add animations, you can play the animation right after forcing the player to jump

		task.delay(0.2, function()
			CanWallJump = true -- Sets CanWallJump to true 0.2 seconds after forcing the player to jump
		end)
	end
end

Events

UserInputService.InputBegan:Connect(function(Input, GameProcessedEvent)
	if GameProcessedEvent then -- Checks if the game already used the current input
		return
	end

	if Input.KeyCode == Enum.KeyCode.Space then -- Checks if the current input is the space bar
		WallJump() -- Tries to walljump
	end
end)

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