WallGrabJump
Grab a wall and press A to jump off it. Where you look is where you go - up, sideways, diagonally - and looking at the wall kicks you off it. Costs stamina if ClimbStamina is installed.
By LabEnhanced
| Date uploaded | 3 weeks ago |
| Version | 1.1.0 |
| Download link | LabEnhanced-WallGrabJump-1.1.0.zip |
| Downloads | 150 |
| Dependency string | LabEnhanced-WallGrabJump-1.1.0 |
This mod requires the following mods to function
LavaGang-MelonLoader
The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
Preferred version: 0.7.3bonelib-BoneLib
A BONELAB mod for making life easier for other mod creators.
Preferred version: 3.2.2README
WallGrabJump
Grab a wall, press A, jump where you're looking.
Updates
1.1.0
- Where you look is where you jump now. Look up and you go up, sideways and you go sideways — and you stay close enough to grab the wall again instead of getting thrown off it.
- Looking at the wall still kicks you off it like before. That part didn't change.
- You only need to look about 40 degrees off the wall to aim a jump instead of a full 90, so no more craning your neck to go straight up.
- Fixed getting shoved backwards when you jump while pulling up on a stretched arm.
What it does
- Hold onto anything you can actually climb — bare level geometry, ladder rungs, wall bars — and press A on your right controller to jump off it.
- Your head aims the jump. Look up and you go up the wall, look along it and you traverse sideways, look diagonally and you get the diagonal — close enough to the surface to reach back out and catch it. Look at the wall and you get a proper kick off it instead. The change between the two is smooth, so nothing snaps as you turn your head.
- One hand or two, doesn't matter. The hands that were holding on get a solid haptic thump; a refused jump gets a much weaker tap so you can tell them apart without looking.
- Only fires when a hand is genuinely holding on. Hovering near a wall, or squeezing grip in open air, does nothing — A keeps doing whatever it normally does in BONELAB.
- After a jump, the hand that let go can't immediately re-grab the same wall, so one press is one jump instead of a stuttering re-grab.
Requirements
- MelonLoader 0.7.x
- BoneLib 3.2.2+
- PCVR only. This is a code mod for the PC build of BONELAB; it can't load on a standalone Quest.
MelonLoader and BoneLib install automatically through a Thunderstore mod manager.
Installation
Recommended: install with a mod manager (r2modman / Gale) — dependencies are handled for you.
Manual: with MelonLoader and BoneLib installed, copy Mods/WallGrabJump.dll into your BONELAB Mods folder.
Settings
BoneMenu → Wall Grab Jump
| Setting | Default | Notes |
|---|---|---|
| Enabled | on | master switch |
| Jump Strength | 1.8 | how hard the whole jump pushes (0.5 – 3.0) |
| Upward Boost | 1.65 | how much lift a kick-off gets (0 – 3.0) |
| Stamina Cost % | 10 | only used when ClimbStamina is installed |
These defaults are the tuned feel, dialled in the headset, not placeholders. The finer parts of the mix — how strongly your head steers the jump, how hard it shoves off the wall face, the guaranteed separation, and an optional aim gate that refuses jumps taken while looking away from the wall — are in UserData/MelonPreferences.cfg under WallGrabJump rather than cluttering the menu.
Optional mod support
- ClimbStamina — not required. With it installed, a wall jump is a single withdrawal from the stamina pool that already exists (10% of max by default). There's still exactly one pool, one HUD, one set of rules: if ClimbStamina says climbing is blocked, the wall jump is refused too, and if you're out of stamina you stay on the wall. Without it, wall jumping is free and no stamina system is created.
- ClimbAnything — not required. Walls you're holding through ClimbAnything count as holds here too, so you can jump off them the same way.
Neither is a dependency and neither is modified.
Credits
- LabEnhanced / cesarbreezer
- Built on BoneLib and MelonLoader
CHANGELOG
Changelog
1.1.1
-
Stronger avatars wall jump farther and weaker ones shorter, in whatever direction you aim — it reads the same upper-body strength stat ClimbStamina does, so a strong avatar means one thing across both mods. Extreme avatars are softened so nothing becomes a rocket, and any avatar it cannot read jumps exactly as before.
-
Known limitation: avatars with a midair (double) jump can still add their own jump to a wall jump's flight.
SuppressVanillaJumpin the config file holds it off if you would rather it did not. -
Fixed wall jumping doing nothing on round poles and pipes (the kind your whole body wraps around when climbing).
-
Where you look is where you jump. Looking up jumps you up the wall, along it jumps you sideways, down jumps you down, and diagonals come out as diagonals — close enough to the surface to reach out and catch it again rather than being thrown clear.
-
Looking at the wall still gives the same kick off it, and looking straight away still gives the same outward arc. Those two are unchanged.
-
Aiming a jump takes about a 40 degree glance off the wall rather than a full 90. A climber looks at the hold they are going for, not at the sky.
-
Hanging from a ceiling, a pipe or a monkey bar you can jump anywhere around you and straight down. There is no face to push off up there, but the mod was still adding its usual lift and still refusing to aim below the horizon, so looking straight down launched you up into the thing you were hanging from.
-
Jumping down and diagonally down now works like jumping up or sideways, at a gentler push than an upward one — gravity is already pulling that way, so a full jump's worth on top of it turns a drop into a dive.
-
The hand that jumps now has to let go of the grip and squeeze again before it can climb again, instead of just waiting out a short timer. On a wall the push carries the hand clear before the timer lapses; on a pole it does not, so a still-held grip re-formed the joint immediately and the jump came out as a twitch.
-
Jumping down and diagonally down now works like jumping up or sideways. Aimed jumps had a floor on how far down they could point, left over from when every jump carried a built-in upward shove.
-
Fixed jumping around the side edge of a wall firing you backwards off it. Looking around a corner points into the plane of the face you are holding, so the mod read it as looking at the wall. It now checks the wall is really there before kicking off it.
-
Fixed being shoved back off the wall when jumping while pulling up on a stretched arm. Body movement was measured at the hips, which swing in hard when you reach, so the mod corrected for a drift that was not really happening.
1.0.2
- Wall jumps cost less stamina by default (15% -> 10%), so climbing, catching a fall and jumping all fit in one ClimbStamina bar.
1.0.1
- Name changed from GrabWallJump to WallGrabJump.
1.0.0
- First release: grab a wall, press A, jump off it.
- Works with one hand or both, on anything you can climb.
- Optional ClimbStamina support — a wall jump spends from its pool and is refused when it says climbing is blocked.
- Optional ClimbAnything support — surfaces you're holding through it count as holds.