I managed to make things work as this footage shows:

Unfortunately, I had few access to the VR lab because of the COVID so I could not fix some issues: mainly the offset of the object when you grab it in VR.

But the main issue with this is that I followed the guidelines with interest but couldn’t come up with any critical vision on what I was doing because I had so few experience in what I was doing, it was the first I coded anything in VR but it felt way more magical than everything I had done on Unity before, the main reason is that you import many packages because building everything from scratch must be a nightmare. It was a long process but it ended up working by following closely every step so that’s my best advice when you work on something you don’t know well technically : follow each steps carefully. Still I think the integration of my game to the VR environment went smoother than expected and I thought it would be the other way around (importing VR controls to the game) so that shows how VR is compatible with unity development. However, the simplicity of roll a ball definitely helps there.

Some issues I encoutered: Camera offset issue: I couldn’t change the main camera position in the beginning so I had to move back 1m de have the board in front of me.

Grabbing Offset Issue: As we see in the gameplay footage, there is a snap offset when you grab the board, https://forum.unity.com/threadsvr-oculus-sdk-touch-controller-snap-position-snap-offset-grab-a-gun.512853/

I tried to fix it by following this thread but the result was not there and I couldn’t access the lab anymore but I think the solution is there.