Adding to pile of maps that manipulate vrchat player movement with udon, I've got a half-working quake-style movement map going. Bunny hopping acceleration and strafe jumping works, plus janky rocket jumping. It technically works in VR too, but a lot harder to do with a broken index thumbstick.

It works by entirely ignoring the default vrchat player collider and movement and using colliders only on the Walkthrough layer, which are then manually raycast for ground detection and depenetration forces. However, I still don't get how to do proper raycasting for things like ground snapping, so you just float down slopes now, and surfing doesn't work. If anybody who understands quake/source movement better than me wants try, source code at https://gist.github.com/hiinaspace/128206c08549ba85f90d75801cffe3df

You can use the same technique to do echo arena or space junkies style zero-grav movement. You can't affect the player's roll or pitch though, only yaw. However, you can put the player into a station (chair) for 6DOF rotation. I have a prototype of that too, but no environment grabbing implemented yet.