The demo scene has a couple of examples of using arms, body, and head IK. These examples use the standard Unity IK system, but with a bit of trickery to get the hands and elbows to position correctly.
Grabbable objects have a BreakDistance property you can set that can force a grabber to drop and object if it goes too far away from the object. This can be useful with arm IK as you can have the player just drop whatever it is holding if the Arm length would be too far. For example, if a player was holding onto an axe stuck in a tree and walked back, you could force them to drop the axe if they go too far, preventing the arms from being crazy long.
Take a look at /Scripts/Components/CharacterIK to see how hands and head IK are positioned / rotated. You can hide different parts of the body (such as arms or legs) by scaling their joints down to 0.
Body IK can be as simple as rotating (or Lerping) the body to match the HMD's rotation, offset with the characters rotation.
Check out FinalIK as an option for Full Body IK. Keep in mind IK can be a computationally expensive feature.