Oculus implementation and Unity configuration set up
Various fixes and Oculus Implementation on the player prefab
Shaders name fixed and enemy footsteps in a specific audiosource
Better implementation of enemy's alerts and warnings
Loopable music
Enemy prefab fixed
Camera follows the head but don't "oscillate"
Enemy faces point after arriving on a waypoint
Sequential waypoint system to face directions and add delays (for better patroling system)
Creating oculus prefab
Player controller implemented with physics now
Sneaking animation transition changed
Moved torso slightly back
Denied to move the head forward and backwards with Oculus' camera, in order to avoid watching the player from outside his head (scale of the camera rig's z component to 0)
Trying to solve the "jump only forward" and "rigidbody stick on walls" problems
Using gravity to workaround the "walled" problem
Trying to solve the problem of jumping forward
Strafe jump is working