VR players move unpredictably. The Opposer must use PathfindingService but needs a simplified movement loop to avoid getting stuck.
Not all opposers are NPCs. Scripted environmental opposition includes: opposer vr script work
These require trigger volumes and coroutines. For example: VR players move unpredictably
IEnumerator OpposeWithWall()
while(wall.position.z > player.position.z + 1f)
wall.Translate(Vector3.forward * speed * Time.deltaTime);
if(Vector3.Distance(wall.position, player.position) < 0.5f) player.Die();
yield return null;
In flat-screen gaming, an opponent is often a predictable finite-state machine: idle, chase, attack, die. In VR, the opposer must respond to presence, eye contact, personal space, and physics-based interaction. These require trigger volumes and coroutines