Reasons why you may move around in a virtual space could be to explore an environment (ie. wandering without purpose), pursuing to culminate an objective/ goal, follow a narrative through the story's guidance, and perform a skilled ability (ie. driving, skiing). For example, an experience like Aircar, a flying car demo in a sci-fi city, allows exploration through a skilled movement of flying cars without a guided narrative nor a specific objective.
These signs, compass, maps are attached to the main character, the user's avatar. It may be a Heads-Up Display showing a mini-map, a compass in the player's pocket or wrist; a field of view reduced to call the user's attention to a "window" in such reality; relative motion from the user's point-of-view to another moving element that appears around (attached) the main player, or a background component such as a mountain serving as guidance.
Audio could be a radio communication in your "earpiece" or the main character speaking out-loud to guide the player.
Phantom: Covert Ops (nDreams, 2020)
Budget Cuts (Neat Corporation, 2018)
These cues are persistent over time and do not rely on user's action.
For this example we have the "distraction" labels signaling objects that can be shot in the environment to distract virtual characters
Phantom: Covert Ops (nDreams, 2020)
Virtual Characters often bring news and errands about what is expected of the player to do. These are the characters that use voice, touch and/or visual movement (pointing or lighting to an area) to indicate direction of navigation.
For this example we see a yellow star on top of a virtual character, signaling a peculiarity of this character.
Citation:
Joseph J. LaViola, Doug A. Bowman, Ernst Kruijff, Ivan Poupyrev; 3D User Interfaces Theory and Practice. Addison-Wesley Professional; 2nd edition (2017).
Jason Jerald. Ph.D.; The VR Book: Human-Centered Design for Virtual Reality. Assocation for Computing Machinery and Morgan & Claypool Publishers (2016).