One thing I found applying this to the Rift was when I tested the scene my head was stuck in the ground and I had no controllers. To fix this, go into your build settings for PC, Mac and Linux, and under XR Settings, remove Oculus from the list, leaving OpenVR.
Currently I'm having some periodic glitches with tracking with the SteamVR plugin, but am attempting to track down the problem. Assuming this annoying issue can be fixed (which will no doubt come in time from Steam or Unity), it seems the remainder of the course will work pretty closely.