As you have probably seen in some of the other Unity posts is the use of the DistanceGrab example to pick up objects in your scene. You will need to install Oculus XR Plugin and the XR Interaction Toolkit (both of which are out of scope for this topic).
This one tripped me up today.
No matter what I did, I could not get the controller to play the animation I wanted. The controller was firing, it was not null but the anim called within the controller would not play.. ugh.
SnapOffset on the distance grab turned out to be somewhat frustrating and certainly warranted some additional digging.
Then it dawned on me.. I was thinking about it all wrong. (which you can see if you read below on what I originally thought..rabbit hole..rabbit hole.. I left it for reference)
Ref: Oculus controller layout and mapping
One of the things that I found somewhat difficult playing with controller interaction was getting the inputs to work as expected. Now granted, I understand that most of this is due to my own experience, (or lack there-of) but it seemed like no matter what I tried from examples did not work. If it did work, it seemed like I had difficulties duplicating it from scratch.
Player object Interaction has been one of my bigger challenges in VR. What I thought would be a simple task to accomplish was far from easy. I do however think I am making some traction on the user interaction.