For our next objective, instead of being random, we'll send Ethan to wherever you look. As you know, the VR camera object in your scene moves with your head. This means you can tell where on the ground you're looking by drawing a line (a ray) from the camera, in the direction you're looking, until it penetrates the ground plane. The X, Y, Z points at which it hits the ground plane is where we will move WalkTarget to.
In Unity, this is accomplished by usingray casting. It's like shooting a ray from the camera and seeing what it hits. Ray casts are detected on objects that have a collider attached to them. In our scene, most of the objects we're using presently are built-in primitive 3D game objects (cube, sphere, and so on), and by default, Unity's 3D primitive game objects have a collider already attached. If you inspect GroundPlane in the scene, for example, you will see the following:
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