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The Movement System defines how players move, climb, jump, and interact with the world in your VR fangame.
Because VR locomotion is physics‑driven and hand‑based, the movement system is one of the most important — and most complex — systems in the entire game.
This page explains the core concepts behind VR movement, how Gorilla‑style locomotion works, and how to structure your movement scripts for smooth, responsive gameplay.
1. What the Movement System Does
The Movement System handles:
Player locomotion
Climbing
Jumping
Sliding
Wall interactions
Ground detection
Movement smoothing
Anti‑cheat considerations
Physics tuning
It defines how the player physically exists in the world.
2. Why VR Movement Is Unique
VR movement is:
Hand‑driven
Physics‑based
Player‑controlled
Highly reactive
Dependent on real‑world motion
This means:
You cannot use traditional WASD movement
You cannot use root motion
You cannot sync physics over the network
You must reconstruct movement locally
You must tune physics carefully
VR locomotion is a blend of physics, input, and player skill.
3. Core Components of a VR Movement System
A complete movement system includes:
A. Player Rigidbody
Controls physics and collisions.
B. Hand Colliders
Detect surfaces for pushing and climbing.
C. Movement Script
Calculates velocity based on hand motion.
D. Ground Detection
Determines if the player is grounded or airborne.
E. Jump Logic
Handles jumps, boosts, and wall jumps.
F. Slope Handling
Prevents sliding or allows controlled sliding.
G. Movement Tuning
Adjusts speed, friction, drag, and gravity.
4. How Gorilla‑Style Locomotion Works
Gorilla‑style locomotion is based on:
Detecting when a hand is touching a surface
Measuring the hand’s velocity
Applying the opposite force to the player’s Rigidbody
Using physics to move the player
In simple terms:
You push the world → the world pushes you back.
This creates natural, skill‑based movement.
5. Movement System Subpages
This section contains several detailed subpages:
1. Locomotion Physics
How to calculate movement forces, drag, friction, and velocity.
2. Climbing System
How to detect climbable surfaces and apply climbing forces.
3. Jumping & Boosts
How to handle jumps, wall jumps, and momentum boosts.
4. Ground Detection
How to detect when the player is grounded and adjust physics.
5. Movement Tuning
How to adjust speed, drag, gravity, and friction for the perfect feel.
6. Anti‑Cheat Considerations
How to prevent speed hacks, fly hacks, and physics manipulation.
Each subpage will break down the system step‑by‑step.
6. Best Practices
Use a single Rigidbody for the player
Never sync physics over the network
Use interpolation for smooth visuals
Keep hand colliders simple
Tune movement constantly during playtesting
Avoid over‑complicated physics
Keep movement predictable and consistent
Test with multiple players to ensure fairness