In this chapter, we explored many different ways of moving around within your virtual environments. We started by examining Unity's components that support conventional third-person and first-person characters and quickly realized most of those capabilities are not too useful in VR. For instance, we don't want the app to bob our head up and down as we walk, and we don't necessarily want to go jumping off buildings either. Moving around is important, but player comfort is more so. You don't want to induce motion sickness.
Locomotion is moving smoothly and linearly across the scene, akin to walking. Using gaze-based mechanics, we implemented moving in the direction you're looking and used input buttons to start and stop. Then, we separated the locomotion from head direction, always moving "forward" and using a separate input (thumbpad)...