Going further
There are a few ways we could improve the work we've done here, but implementing them fully would fall outside the scope of this chapter. Let's take a brief moment to talk about ways you could improve on this class as you take things further.
Snap turn using analog input
Our current snap turn implementation works reasonably well on Vive wands, but doesn't feel great on Oculus Touch controls. It might feel better for our players to listen to the analog input from one of the thumbsticks and trigger a snap turn if it exceeds a certain threshold. This way, players could flip the thumbstick to the side to execute the snap, or just touch the edge of a Vive trackpad without having to press it.
You could execute this by setting up an input axis binding on a motion controller thumbstick, and testing to see whether the input is greater than a threshold amount (for this test, we used 0.8) for a right turn or less than the negative threshold for a left turn.
You'll need to remember to put...