Welcome back to the VR series! Last time we got a cube spinning in a headset. If you have missed any of the previous articles, click here. Alright, this is part 5, and today we make the player move, and in VR that's where things get a tad risky!
Unfortunately, here's an uncomfortable truth: in flat games, bad movement design makes a game feel clunky. In VR, bad movement design makes your player want to lie down on the floor. Same code, very different consequences.
This is the VR locomotion in Unity article, and it's probably one of the most important ones in the whole series. Get this right, and people play your game for an hour. Get it wrong, and they quit after two minutes and leave a review that starts with "I felt sick."
Let's try to avoid that.


