Getting Started with VR
Prerequisites
If you are new to Godot, I HIGHLY recommend checking out the resources here to get started to familiarize yourself with the engine or find a short mini series on YouTube.
Godot offers C# as well as their own GDScript and if you are looking to use C#, I would familiarize yourself with the engine first. possibly doing a GDScript to C# conversion for practice.
I recommend having a default "World" scene (Node3D) ready to go, with both a WorldEnvironment and DirectionalLight3D as children.
The SCiL lab staff is always happy to provide guidance on getting started!
A Simple Rig
To set up a basic VR rig, follow the official guide here:
https://docs.godotengine.org/en/stable/tutorials/xr/setting_up_xr.html
A Better VR Rig Configuration
I highly recommend updating your VR rig with the following from the official documentation. You will be better suited in the long run:
https://docs.godotengine.org/en/stable/tutorials/xr/a_better_xr_start_script.html
Deploying to Android
Again, follow the documentation here: https://docs.godotengine.org/en/stable/tutorials/xr/deploying_to_android.html
Read through available options and always fix warnings as they appear!
Caution Against Using Godot XR Tools
You may find the following two articles: Introduction to XR Tools and Basic XR Locomotion. These articles are valid and are great for prototyping but I would caution against using them and consider designing your own implementation and use these articles for reference only.
In my experience, the Unreal VR template and Godot XR Tools provide resources to get started quickly but are often difficult/time consuming when overriding or creating custom functionality.
Where to go from here?
My suggestion is implement input for your hands/controllers. You can then begin with a basic grab interaction.
I would then look at considering teleport for locomotion. You can always use smooth locomotion, but there are some considerations when implemented.