bool IsGrounded() // Raycast down from center of player return Physics.Raycast(transform.position, Vector3.down, 1.1f);
void Update()
bool IsWalled() // Raycast to sides RaycastHit hit; if (Physics.Raycast(transform.position, transform.right, out hit, 1.1f)
while (elapsedTime < duration) transform.position = Vector3.Lerp(startPos, endPos, elapsedTime / duration); elapsedTime += Time.deltaTime; yield return null;