Check the properties of an instance of InVector’s controller on my PC, and you’ll see something new:

The player’s character can jump and jump and jump some more, flying into the air. It’s a joyful mechanic.
Modify the class vThirdPersonInput. At the top:
[vHelpBox("Maximum times controller can jump in a row.")]
public int maxMultiJumps = 8;
Later:
private int _numSequentialJumps = 0;
/// <summary>
/// Conditions to trigger the Jump animation & behavior
/// </summary>
/// <returns></returns>
public virtual bool JumpConditions()
{
// KRM
if (cc.isGrounded)
{
_numSequentialJumps = 0;
return (int)cc.GroundAngle() < cc.slopeLimit;
}
_numSequentialJumps++;
if (_numSequentialJumps >= maxMultiJumps)
{
return false;
}
return !cc.customAction && !cc.isCrouching && cc.currentStamina >= cc.jumpStamina && !cc.isRolling;
}