Weird Light Shimmering When Headbob is on

I am a complete novice when it comes to Unity, so sorry if I don’t articulate the issue I am having clearly. I am using some pre-fabs from an asset pack. I am using a standard 3D project, and the lighting is making it look like the walls and floors are moving while the player is standing still. I know that it is a combination of the headbob and the lighting, but I am unsure how to correct this. I have attached a GIF to show what I mean.
Shimmering

Any help is greatly appreciated.

Can you move in game mode your camere, closer to and further from the walls Mr. Hamilton?

Yes the character moves around no problem.
Shimmering2

Additional GIF moving away from the wall.
Shimmering3

I do not know… >_<

Maybe some vertical synchronization issue,

by the way on the floor is shader graphic, which probably calculates distance from the character and makes effect of smog.

You’re missing two things here:

  1. Anti-aliasing - install the Post Processing package, then add a Post-process Layer component to your camera and choose an Anti-aliasing mode.
  2. A proper lighting/reflection source. Your scene’s ambient probe uses Unity’s bog-standard default skybox for lighting/reflections, hence why the ground has that weird gradient. (Check Lighting window reference and Introduction to Reflection Probes on the Unity Manual).

Change those and see if things are improving.