Toy Ninja VR is a platformer made with the Unity Engine. It is a work in progress, meant to establish best practices for third person VR games. You can read the full article about the movement paradigm the developers website.
The game is playable in four Modes.
The first mode is Plane mode. It allows the Ninja to move along one axis parallel to the ground and to jump. This is the movement mode used by the Toy Ninja alpha. It works terrific with a fixed, isometric camera, but is never meant to be used in the VR version. World Mode allows the Ninja to move along both axes that are parallel to the ground and to jump. This is an obvious extension to Plane Mode, but it isn’t enough to give me an easy time controlling the Ninja in VR. Cylinder Mode allows the Ninja to travel in a circle around the player’s camera and to jump. This mode tries to adapt Plane Mode to the new articulation point. Cylinder Space Mode allows the Ninja to travel in a circle around the player’s camera, to move towards or away from the player’s camera (therefore changing the radius of the cylinder), and to jump. This would be the winner for 3rd person VR platforming. It moves the Ninja relative to the camera, and allows exploration of the full world.