I think you are talking about overriding VZPlayer so much that it may not make sense to use.
VZPlayer was designed to use VZController data to move and turn in ways that reduce simulation sickness, as described in [url="https://www.virzoom.com/2019/01/03/vr-that-moves-you/"]this blog post.[/url]
But you don't have to use it, you can just put the VZController.prefab into your scene instead, and call ConnectBike() and other things on it like VZPlayer.cs does and apply your own character and camera motion.
Or you can modify VZPlayer.Update() directly to specify the camera and camera motion you want, instead of what our plugin returns.
VZPlayer was designed to use VZController data to move and turn in ways that reduce simulation sickness, as described in [url="https://www.virzoom.com/2019/01/03/vr-that-moves-you/"]this blog post.[/url]
But you don't have to use it, you can just put the VZController.prefab into your scene instead, and call ConnectBike() and other things on it like VZPlayer.cs does and apply your own character and camera motion.
Or you can modify VZPlayer.Update() directly to specify the camera and camera motion you want, instead of what our plugin returns.