When to fold'm

There are times during a project when you decide that it would be better to just start from scratch over an endless attempt at fixing issues. That time has arrived on Jan 16, 2022.
Hopefully, I can get back to where I was at quickly but using some additional examples. It seems that each attempt to fix the UI components took me down another rabbit hole. I have decided to try the unity sample "Escape Room" asset package via their tutorial. Hopefully this will give me some of the missing information I need. Reviews are low on the package but I have a feeling that this is due to not following the instructions. (I don't nee no Stankin' Structions!.... "yes", "yes, my friend: you most certainly do!") On first attempt of just simply opening the "Escape Room" project using the web page, I was met with a big pink blurb of stuff. Trying to fix it myself, which was met with frustration, I decided to start over and do the Unity tutorial from scratch. As it turns out, the steps recommend not opening from the web page but to: 1. Create a new project using "URP" template. This can be found in the hub by clicking on the menu items to the left. The project opened with a "non-pink" scene so minimally this was a better start. 2. Next it recommends NOT installing the asset via the asset store, but to do so using Package Manager (In Unity under Window/Package Manager). I did not see it under "My Assets" in the package manager, so I went onto the web site and clicked "Add to my packages". A quick refresh of package manager now showed the asset, so I clicked on Download to pull it down. Once it had downloaded, I clicked on "Import" to pull it into the project. After import, I was greeted with a "This new project will overwrite your settings".. clicked Yes. Then something about another update.. Yes again. (New project, didn't care). Package manager appeared to import what it needed. (This pretty much takes over Unity, so let it finish it's thing) Next was to finish the import and I left all of the boxes checked. At this point it went through and installed all of the selected pieces parts. (Again, leaving unity lifeless until finishing) 3. As instructed I did the Android settings in Player settings and selected Android and Occulus. 4. In the File/Build settings I selected Android, selected my Oculus and changed Text Compression from Don't Override to ASTC. (Standard procedure for Oculus game setup). 5. Clicked - "Switch Platform" and let unity once again do its thang. 6. Published to Oculus. 7. Success. Of course, this led me to an entirely new rabbit hole. Along the path and continuing on to the next lesson was using the prototype room. A simple empty room ready for customization and included teleporting. In all actuality, teleporting was not on my list of functionality. I wanted to feeling of directing yourself around the scene using just the controllers. I am still debating this one. It did however also lead me to Oculus Ambisonics and their audio pack download under creative commons licensing. I am looking that over now to see what it offers in the way of ambient noises. 4 Gig? Maybe not, but will look it over. Too many more rabbit holes and I venture that I will start seeing kangaroos. (Opposite side of the earth) For the time being, this may give me enough content to start building the game challenges and interactivity. I should actually be able to import my current content or a new project and import both my old content and these examples.