Google Cardboard Collider

Hi I am building an app where I can view and walk around a model (created in REVIT). This is my first time with unity so I am a newbie. Basically I am having trouble with the colliders I have had a third person character running around so I no the colliders I have attached to the walls work. I have attached a capsule to the cardboard main camera to stop the cameras going through the walls but this isn’t working. I have tried attaching a capsule to all of the cameras but nothing seems to work. Can anyone suggest anything?

Thanks for the reply. I am using the following script for movement which I found off the internet.

// activate the autowalk function by pull the cardboard trigger, by define a threshold angle
// or combine both by selecting both of these options.
// The threshold is an value in degree between 0° and 90°. So for example the threshold is
// 30°, the player will move when he is looking 31° down to the bottom and he will not move
// when the player is looking 29° down to the bottom. This script can easally be configured
// in the Unity Inspector.Attach this Script to your CardboardMain-GameObject. If you
// haven’t the Cardboard Unity SDK, download it from https://developers.google.com/cardboard/unity/download

using UnityEngine;
using System.Collections;

public class Autowalk : MonoBehaviour
{
private const int RIGHT_ANGLE = 90;

// This variable determinates if the player will move or not 
private bool isWalking = false;

CardboardHead head = null;

//This is the variable for the player speed
[Tooltip("With this speed the player will move.")]
public float speed;

[Tooltip("Activate this checkbox if the player shall move when the Cardboard trigger is pulled.")]
public bool walkWhenTriggered;

[Tooltip("Activate this checkbox if the player shall move when he looks below the threshold.")]
public bool walkWhenLookDown;

[Tooltip("This has to be an angle from 0° to 90°")]
public double thresholdAngle;

[Tooltip("Activate this Checkbox if you want to freeze the y-coordiante for the player. " +
         "For example in the case of you have no collider attached to your CardboardMain-GameObject" +
         "and you want to stay in a fixed level.")]
public bool freezeYPosition; 

[Tooltip("This is the fixed y-coordinate.")]
public float yOffset;

void Start () 
{
	head = Camera.main.GetComponent<StereoController>().Head;
}

void Update () 
{
	// Walk when the Cardboard Trigger is used 
	if (walkWhenTriggered && !walkWhenLookDown && !isWalking && Cardboard.SDK.CardboardTriggered) 
	{
		isWalking = true;
	} 
	else if (walkWhenTriggered && !walkWhenLookDown && isWalking && Cardboard.SDK.CardboardTriggered) 
	{
		isWalking = false;
	}
	
	// Walk when player looks below the threshold angle 
	if (walkWhenLookDown && !walkWhenTriggered && !isWalking &&  
	    head.transform.eulerAngles.x >= thresholdAngle && 
	    head.transform.eulerAngles.x <= RIGHT_ANGLE) 
	{
		isWalking = true;
	} 
	else if (walkWhenLookDown && !walkWhenTriggered && isWalking && 
	         (head.transform.eulerAngles.x <= thresholdAngle ||
	         head.transform.eulerAngles.x >= RIGHT_ANGLE)) 
	{
		isWalking = false;
	}

	// Walk when the Cardboard trigger is used and the player looks down below the threshold angle
	if (walkWhenLookDown && walkWhenTriggered && !isWalking &&  
	    head.transform.eulerAngles.x >= thresholdAngle && 
	    Cardboard.SDK.CardboardTriggered &&
	    head.transform.eulerAngles.x <= RIGHT_ANGLE) 
	{
		isWalking = true;
	} 
	else if (walkWhenLookDown && walkWhenTriggered && isWalking && 
	         head.transform.eulerAngles.x >= thresholdAngle &&
	         (Cardboard.SDK.CardboardTriggered ||
	         head.transform.eulerAngles.x >= RIGHT_ANGLE)) 
	{
		isWalking = false;
	}

	if (isWalking) 
	{
		Vector3 direction = new Vector3(head.transform.forward.x, 0, head.transform.forward.z).normalized * speed * Time.deltaTime;
		Quaternion rotation = Quaternion.Euler(new Vector3(0, -transform.rotation.eulerAngles.y, 0));
		transform.Translate(rotation * direction);
	}
	
	if(freezeYPosition)
	{
		transform.position = new Vector3(transform.position.x, yOffset, transform.position.z);
	}
}

}

My coding skills are zero I am afraid to say and this was the best solution for me to move by looking down without having to pay on the asset store. Is there anyway I can get the colliders to work with this script?