>>295578196
Since you can easily get look direction now in udon, things that follow only when you're not looking/fade out when looked at would be top spook. Definitely make use of spatial audio too. While it's cliche, having torches or flashlights to hold is great in VR too. You could play with the auto exposure in unity post processing to make light/dark scenes higher contrast, with spooks only revealing when your eyes adjust to the darkness. There are some neat volumetric fog effects that work in VR, another way to add spooky ambience. Shadows and god rays dancing on the walls. Shadow-only ghosts.