Better test camera position & fov so I can see wtf is going on
Add a PlayerPawn which has a Paddle which tracks the ActiveBall
Paddle hits the ball from a Simulated context, if the ball hit the paddle it'd be shite, do this from Simulate so it can be predicted/clientside authorative
Also get some bounce / hit sounds going
Hook our paddles up to Input.VR.RightHand and set our anchor position, can whack balls in VR now