Unity VR XR Interaction Toolkit -Locomotion Move & Snap Turn
In this Unity VR tutorial, I'll show how to use the XR Interaction Toolkit to set up Locomotion of Teleportation and Snap Turn to move around your VR environment. ► Art Assets - Polygon City - Low Poly https://bit.ly/3ScOYa1 My discord link ► https://discord.gg/DgUdNDT7KU ► Download Unity at htt
Standing still in VR gets old fast. This tutorial adds locomotion to the XR rig two ways: snap turning with the thumbsticks, and point-and-teleport movement across a defined walkable area, finished with a custom reticle so players can see exactly where they're headed.
Add the locomotion system
Select the XR Origin — the object holding the head and hands — and add a Locomotion System component. Its XR Origin field starts as none, so drag the XR Origin itself into the slot. This component does nothing alone; it's the hub the turn and teleport providers plug into.
Enable snap turning
On the same object, add a Snap Turn Provider (Action-based) and drag the locomotion system into its slot. The turn amount defaults to 45 degrees — lower it for smaller rotations — and debounce time controls how quickly repeat turns register; both are feel settings to tune per game. The left and right hand snap turn actions map to the controller thumbsticks. Snap turning is chosen here over continuous turning deliberately: continuous causes more motion sickness. In the headset, flicking a stick left or right rotates 45 degrees, and holding it down spins a full 180.
Set up teleportation
Add a Teleportation Provider to the XR Origin, again dragging in the locomotion system. Now something needs to be teleportable. Create a cube, flatten it to about 0.1 high, and position it as the floor of the play space; name it walkable and file it in an Interact folder for objects the player can use. Add a Teleportation Area component to it and drag the XR Origin into its teleportation provider slot. Test: pointing a controller at the area turns the ray white — the signal it's a valid destination — and pressing the palm button teleports you there. The cube's mesh renderer can be turned off later so only the real environment shows.
Build a custom reticle
The default landing indicator is vague, so build your own from two cubes: create an empty game object, reset it to 0,0,0, add two cubes with a quick material, and drag the whole thing into a prefab. On the walkable area's Teleportation Area component there's a Custom Reticle slot — drop the prefab in. Back in the headset, the reticle marks the exact landing spot on every point. If it floats above the ground, the walkable cube is sitting higher than the floor; align the walkable area with the ground and it sits flush. That's a complete, comfortable locomotion setup for any VR scene.





