Got a functional implementation of wall running that I am satisfied with
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@@ -22,7 +22,9 @@ public class PlayerController : MonoBehaviour
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public Transform pivot;
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public GameObject playerModel;
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private bool wallRunning = false;
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private int jump = 0;
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private int wall = 0;
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private float maxSpeedStore;
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private float capsuleHeight;
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private float controllerHeight;
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@@ -50,9 +52,10 @@ public class PlayerController : MonoBehaviour
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if(hit.gameObject.tag == "Wall")
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{
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gravity = 0.5f;
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wallRunning = true;
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wall++;
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}
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}
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void Update()
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@@ -72,7 +75,7 @@ public class PlayerController : MonoBehaviour
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if (jump <= 1)
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{
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//moveDirection = moveDirection.normalized * speed; //Remove this line to make running diagonal the fastest standard run
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maxSpeed = maxSpeedStore;
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//maxSpeed = maxSpeedStore;
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} else {
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//moveDirection = (moveDirection.normalized * speed)/4; //Remove this line to make running diagonal the fastest standard run
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@@ -145,11 +148,34 @@ public class PlayerController : MonoBehaviour
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if (characterController.collisionFlags == CollisionFlags.None)
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{
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gravity = 5;
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wallRunning = false;
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wall = 0;
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}
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moveDirection.y += Physics.gravity.y * gravity * Time.deltaTime;
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if (wallRunning)
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{
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maxSpeed = maxSpeedStore*1.5f;
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jump = 0;
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if(wall == 1)
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{
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startTime = Time.time;
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}
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if(startTime + oneSec < Time.time)
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{
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moveDirection.y += Physics.gravity.y * (gravity/8) * Time.deltaTime;
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//wallRunning = false;
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maxSpeed = maxSpeedStore;
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} else {
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moveDirection.y = 0.0f;
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}
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}
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velocity = Vector3.ClampMagnitude(velocity, maxSpeed);
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velocity.y = moveDirection.y;
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