Parkour Movement
Minecraft 1.21.1 · NeoForge · No dependencies · No mixins
Vanilla movement gives you one speed and one jump. Parkour Movement turns it into a proper traversal system: dash across rooftops, run along walls, kick off them to climb a gap, pull yourself over ledges and roll out of a long fall — all paced by a stamina bar and a skill tree you unlock by actually pulling off good runs.
Nothing is bolted on top of vanilla movement. Sprinting, jumping and sneaking work exactly like they always did; the parkour moves sit alongside them.
What you can do
Dash
Hold ALT while running for a second sprint gear: about 1.5x faster, with a smooth FOV kick that eases back down when you stop. It drains stamina, so it's a tool, not a permanent state. Dash is what unlocks the advanced moves — most wall techniques require it.
Wall Run — horizontal
Jump next to a wall while dashing and you'll run along its face. It works on both sides and picks the side automatically. You gain a bit of height at the start and slowly drop as you go, and you can jump off at any moment.
Wall Run — vertical
Sprint at a tall wall with dash active, press SPACE, and you run straight up it. When you reach the top the mod chains into the ledge climb on its own — no teleport, no snapping, just a continuous move from the wall onto the roof.
Wall Jump
SPACE near a wall in mid-air launches you off it, blending the wall's normal with where you're looking so you can steer the leap. The rule that makes it interesting: you can't jump off the same wall twice in a row. Try it and you lose your grip and fall. Alternate between two walls and you can climb a chimney as high as your stamina allows.
Wall Grab and slide
Hold SHIFT against a wall in mid-air to catch it. You hang almost still at first and slide down faster and faster over about five seconds before losing your grip. Arrive too fast and the catch slips — you'll hold on for a fraction of the time — and past a certain falling speed you can't grab at all.
From a grab, SPACE always jumps, exactly like jumping off the ground. With the Wall Jump skill it becomes a much stronger leap that also earns points, but you're never stuck hanging with no way out.
Ledge climb
Face a wall and press SPACE to pull yourself up onto the ledge, hands first. Free — it costs no stamina at all. Three blocks to start, up to six with the climbing branch. One-block steps are ignored on purpose: those you just jump.
Roll
Hold SHIFT just before you land and you'll roll out of the fall with a full somersault — the camera flips in first person, the character spins in third, and other players see it too. Falls of up to 10 blocks take no damage at all; above that the roll still halves the damage you would have taken.
And more
Air Dash and Chain Dash for mid-air bursts, Slide to keep your speed on the ground, Ledge Boost, Wall Kick, Momentum, Second Wind, Precision Landing…
Controls
| Action | Key |
|---|---|
| Dash | Hold ALT while running |
| Air Dash | Tap ALT in mid-air |
| Climb a ledge | SPACE facing the wall |
| Vertical wall run | SPACE into a wall with dash active |
| Horizontal wall run | Automatic — jump beside a wall with ALT held |
| Wall jump | SPACE near a wall in mid-air |
| Wall grab / slide | SHIFT against a wall in mid-air |
| Roll | SHIFT just before landing |
| Slide | SHIFT while dashing on the ground |
| Skill tree | K |
| Move / resize the stamina bar | H |
Every key is rebindable under Options → Controls → Parkour.
Stamina
A stamina bar that is deliberately not another chunky vanilla bar. It's a thin line that sits right above the hunger row, matches its width, and fades away on its own when you're full and idle — so when you're not doing parkour, your HUD looks untouched.
Press H to open the editor and drag it anywhere you want with the mouse. Scroll to change its width, SHIFT + scroll for its height. It saves to the config, so it stays put.
Dash, wall runs and wall grabs drain it. Wall jumps cost a fixed amount. Ledge climbing is free. Run out and your move is cut short, the bar flashes red, and you have to land and breathe before going again.
Progression
You earn Parkour Points by moving well — and they are meant to be earned. Every maneuver pays a fraction of a point, and repeating the same move over and over pays less and less until you mix it up again. No farming a single wall jump for an afternoon. Long wall runs, high vertical climbs, big gaps and rolls from real height are what actually pay.
Spend them in the skill tree (K): 28 nodes across five branches.
| Branch | What it does |
|---|---|
| Speed | Faster dash, cheaper dash, air dash, chain dash, momentum out of wall jumps |
| Climbing | Higher and faster ledge climbs, stronger wall jumps, wall kick, ledge boost |
| Wall Running | Longer, faster, cheaper wall runs and higher vertical runs |
| Stamina | More maximum stamina, faster regeneration, cheaper everything, second wind |
| Acrobatics | Roll, safe landings, slide, air control, precision landing |
Pan the tree with the mouse, hover any node for its cost, level and requirements, click to buy. Your points, levels and unlocks survive death, dimension changes and server restarts.
Multiplayer and servers
Built for multiplayer from the start. The server is authoritative over stamina, parkour points, unlocked skills and cooldowns — the client can only propose a maneuver, and the server validates it and can cut it off mid-move. There is no packet a client can send to grant itself stamina or points, and locked abilities simply don't work.
The gameplay config is a server config, so on a server the operator's values are the ones everyone plays with.
Configuration
Everything meaningful is exposed in TOML and can be tuned without recompiling:
parkour-server.toml— stamina pool, regeneration and delay, dash speed and cost, wall jump forces and cost, wall grab duration and catch speed, wall run duration, speed and drain, vertical run height, ledge climb height, roll safe distance, point rates.parkour-client.toml— HUD position, size and auto-hide, FOV effects, particles, roll camera.
Compatibility and performance
- No dependencies and no mixins — everything runs on NeoForge events, so it plays well with other mods.
- Cheap — at most two raycasts per query, and queries only happen when they can matter: in the air, on a jump press, or while you're attached to a wall. Walking around normally the mod doesn't cast a single ray.
- Dash uses an attribute modifier, not hand-written velocity, so movement stays vanilla: real friction, real acceleration, real collisions, no rubber-banding.
- Sounds use vanilla events, so there are no missing-asset warnings in your log.
Requirements
- Minecraft 1.21.1
- NeoForge 21.1.234 or newer
- Java 21