
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.WallGrabJump
Grab a wall, press A, jump where you're looking.
Updates
1.1.1
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Stronger avatars wall jump farther, weaker ones shorter — in the direction you aim.
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Fixed wall jumps doing nothing on round poles and pipes.
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Where you look is where you jump. Look up and you go up, along the wall and you go sideways, down and you drop. You stay close enough to grab the wall again instead of being thrown off it.
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Looking at the wall still kicks you off it, the same as before.
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Aiming a jump only takes about a 40 degree glance instead of turning your head all the way, so no more craning your neck to go straight up.
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Hanging from a ceiling or a pipe, you can jump anywhere around you and straight down.
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One press is one jump: the hand that jumps has to let go and re-grip before it grabs on again, so jumps off poles and rails don't snap you straight back.
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Fixed jumping around the side edge of a wall throwing you backwards instead of around the corner.
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Fixed being shoved back off the wall when you jump while pulling yourself 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 down and you drop, 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