Dashkour is a 3D parkour prototype developed within a strict 4-week timeline under a one-button design constraint. Using only the spacebar, the player jumps and presses it again mid-air to dash forward in the direction they are currently facing.
The core mechanic includes a homing system where dashing near specific environmental objects automatically snaps the player toward them. The prototype features classic parkour elements like wall-running, swingable ropes, bouncing trampolines, and jump balloons. This project was used to refine responsive character controllers, fluid movement physics, and precise context-sensitive input detection in Unity.
Looking back at this project, if I were to rebuild it today, my priority would be refactoring the entire movement controller into a State Machine (like I do with my jumping in other projects) to separate the wall-running, dashing, and swinging logic into clean, isolated classes rather than a single coupled script, while upgrading the homing system to use a vector dot product calculation so that target acquisition is based on player camera look-angles rather than raw physical proximity.
