feat: MA World Fixed Object (#385)

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anatawa12 2023-09-24 16:59:02 +09:00 committed by GitHub
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36 changed files with 1975 additions and 151 deletions

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using modular_avatar_tests;
using nadena.dev.modular_avatar.animation;
using nadena.dev.modular_avatar.core.editor;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using VRC.SDK3.Avatars.Components;
public class ActiveAnimationRetargeterTests : TestBase
{
[Test]
public void SimpleRetarget() {
var avatar = CreatePrefab("SimpleRetarget.prefab");
var descriptor = avatar.GetComponent<VRCAvatarDescriptor>();
// initialize context
var buildContext = new BuildContext(descriptor);
var pathMappings = buildContext.PluginBuildContext.ActivateExtensionContext<TrackObjectRenamesContext>();
new MergeAnimatorProcessor().OnPreprocessAvatar(avatar, buildContext); // we need this for AnimationDatabase
buildContext.AnimationDatabase.Bootstrap(descriptor);
// get game objects
var changedChild = avatar.transform.Find("Toggled/Child");
var newParent = avatar.transform.Find("NewParent");
// do retargeting
var retargeter = new ActiveAnimationRetargeter(buildContext, new BoneDatabase(), changedChild);
var created = retargeter.CreateIntermediateObjects(newParent.gameObject);
retargeter.FixupAnimations();
// commit
buildContext.AnimationDatabase.Commit();
var clip = findFxClip(avatar, layerName: "retarget");
var curveBindings = AnimationUtility.GetCurveBindings(clip);
// Intermediate object must be created
Assert.That(created, Is.Not.EqualTo(newParent.gameObject));
// The created animation must have m_IsActive of intermediate object
Assert.That(curveBindings, Does.Contain(EditorCurveBinding.FloatCurve(
pathMappings.GetObjectIdentifier(created), typeof(GameObject), "m_IsActive")));
}
}

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@ -0,0 +1,67 @@
using modular_avatar_tests;
using nadena.dev.modular_avatar.animation;
using nadena.dev.modular_avatar.core.editor;
using NUnit.Framework;
using UnityEngine.Animations;
using VRC.SDK3.Avatars.Components;
public class WorldFixedObjectTest : TestBase
{
[Test]
public void SimpleTest()
{
var avatar = CreatePrefab("Simple.prefab");
var descriptor = avatar.GetComponent<VRCAvatarDescriptor>();
var fixedObject = avatar.transform.Find("FixedObject");
// initialize context
var buildContext = new BuildContext(descriptor);
buildContext.PluginBuildContext.ActivateExtensionContext<TrackObjectRenamesContext>();
new WorldFixedObjectProcessor(descriptor).Process(buildContext);
var fixedRoot = avatar.transform.Find("(MA WorldFixedRoot)");
var movedFixedObject = avatar.transform.Find("(MA WorldFixedRoot)/FixedObject");
// fixed root is created
Assert.That(fixedRoot, Is.Not.Null);
Assert.That(fixedRoot.GetComponent<ParentConstraint>(), Is.Not.Null);
// objects are moved to fixed root
Assert.That(movedFixedObject, Is.Not.Null);
Assert.That(movedFixedObject, Is.EqualTo(fixedObject));
}
[Test]
public void NestedTest()
{
var avatar = CreatePrefab("Nested.prefab");
var descriptor = avatar.GetComponent<VRCAvatarDescriptor>();
var fixedObject = avatar.transform.Find("FixedObject");
var nestedFixed = avatar.transform.Find("FixedObject/NestedFixed");
// initialize context
var buildContext = new BuildContext(descriptor);
buildContext.PluginBuildContext.ActivateExtensionContext<TrackObjectRenamesContext>();
new WorldFixedObjectProcessor(descriptor).Process(buildContext);
var fixedRoot = avatar.transform.Find("(MA WorldFixedRoot)");
var movedFixedObject = avatar.transform.Find("(MA WorldFixedRoot)/FixedObject");
var nestedFixedObject = avatar.transform.Find("(MA WorldFixedRoot)/NestedFixed");
// fixed root is created
Assert.That(fixedRoot, Is.Not.Null);
Assert.That(fixedRoot.GetComponent<ParentConstraint>(), Is.Not.Null);
// objects are moved to fixed root
Assert.That(movedFixedObject, Is.Not.Null);
Assert.That(movedFixedObject, Is.EqualTo(fixedObject));
// objects are moved to fixed root
Assert.That(nestedFixedObject, Is.Not.Null);
Assert.That(nestedFixedObject, Is.EqualTo(nestedFixed));
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using nadena.dev.modular_avatar.animation;
using UnityEditor;
using UnityEngine;
using VRC.SDK3.Avatars.Components;
using Object = UnityEngine.Object;
namespace nadena.dev.modular_avatar.core.editor
{
/// <summary>
/// The class to retarget m_IsActive animation to moved multiple objects
/// </summary>
internal class ActiveAnimationRetargeter
{
private readonly BuildContext _context;
private readonly BoneDatabase _boneDatabase;
private readonly TrackObjectRenamesContext _pathMappings;
private readonly List<IntermediateObj> _intermediateObjs = new List<IntermediateObj>();
/// <summary>
/// Tracks an object whose Active state is animated, and which leads up to this Merge Animator component.
/// We use this tracking data to create proxy objects within the main armature, which track the same active
/// state.
/// </summary>
struct IntermediateObj
{
/// <summary>
/// The path of original object
/// </summary>
public string OriginalPath;
/// <summary>
/// Name of the intermediate object. Used to name proxy objects.
/// </summary>
public string Name;
/// <summary>
/// Whether this object is initially active.
/// </summary>
public bool InitiallyActive;
/// <summary>
/// List of created Intermediate Objects
/// </summary>
public List<GameObject> Created;
}
public ActiveAnimationRetargeter(
BuildContext context,
BoneDatabase boneDatabase,
Transform root
)
{
_context = context;
_boneDatabase = boneDatabase;
_pathMappings = context.PluginBuildContext.Extension<TrackObjectRenamesContext>();
while (root != null && root.GetComponent<VRCAvatarDescriptor>() == null)
{
var originalPath = RuntimeUtil.AvatarRootPath(root.gameObject);
System.Diagnostics.Debug.Assert(originalPath != null);
if (context.AnimationDatabase.ClipsForPath(originalPath).Any(clip =>
GetActiveBinding(clip.CurrentClip as AnimationClip, originalPath) != null
))
{
_intermediateObjs.Add(new IntermediateObj
{
OriginalPath = originalPath,
Name = $"{root.gameObject.name}${Guid.NewGuid()}",
InitiallyActive = root.gameObject.activeSelf,
Created = new List<GameObject>(),
});
}
root = root.parent;
}
// currently _intermediateObjs is in child -> parent order.
// we want parent -> child order so reverse entire list
_intermediateObjs.Reverse();
}
public IEnumerable<GameObject> AddedGameObjects => _intermediateObjs.SelectMany(x => x.Created);
public GameObject CreateIntermediateObjects(GameObject sourceBone)
{
for (var i = 0; i < _intermediateObjs.Count; i++)
{
var intermediate = _intermediateObjs[i];
var preexisting = sourceBone.transform.Find(intermediate.Name);
if (preexisting != null)
{
sourceBone = preexisting.gameObject;
continue;
}
var switchObj = new GameObject(intermediate.Name);
switchObj.transform.SetParent(sourceBone.transform, false);
switchObj.transform.localPosition = Vector3.zero;
switchObj.transform.localRotation = Quaternion.identity;
switchObj.transform.localScale = Vector3.one;
switchObj.SetActive(intermediate.InitiallyActive);
if (i == 0)
{
// This new leaf can break parent bone physbones. Add a PB Blocker
// to prevent this becoming an issue.
switchObj.GetOrAddComponent<ModularAvatarPBBlocker>();
}
intermediate.Created.Add(switchObj);
sourceBone = switchObj;
// Ensure mesh retargeting looks through this
_boneDatabase.AddMergedBone(sourceBone.transform);
_boneDatabase.RetainMergedBone(sourceBone.transform);
_pathMappings.MarkTransformLookthrough(sourceBone);
}
return sourceBone;
}
public void FixupAnimations()
{
foreach (var intermediate in _intermediateObjs)
{
var path = intermediate.OriginalPath;
foreach (var holder in _context.AnimationDatabase.ClipsForPath(path))
{
if (!Util.IsTemporaryAsset(holder.CurrentClip))
{
holder.CurrentClip = Object.Instantiate(holder.CurrentClip);
}
var clip = holder.CurrentClip as AnimationClip;
if (clip == null) continue;
var curve = GetActiveBinding(clip, path);
if (curve != null)
{
foreach (var mapping in intermediate.Created)
{
clip.SetCurve(_pathMappings.GetObjectIdentifier(mapping), typeof(GameObject), "m_IsActive",
curve);
}
}
}
}
}
private AnimationCurve GetActiveBinding(AnimationClip clip, string path)
{
return AnimationUtility.GetEditorCurve(clip,
EditorCurveBinding.FloatCurve(path, typeof(GameObject), "m_IsActive"));
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7ebce0ceba4d48c48992702b5c446936
timeCreated: 1691915242

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@ -22,6 +22,9 @@ namespace nadena.dev.modular_avatar.core.editor
internal readonly Dictionary<VRCExpressionsMenu, VRCExpressionsMenu> ClonedMenus
= new Dictionary<VRCExpressionsMenu, VRCExpressionsMenu>();
public static implicit operator BuildContext(ndmf.BuildContext ctx) =>
ctx.Extension<ModularAvatarContext>().BuildContext;
/// <summary>
/// This dictionary overrides the _original contents_ of ModularAvatarMenuInstallers. Notably, this does not
/// replace the source menu for the purposes of identifying any other MAMIs that might install to the same

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@ -0,0 +1,22 @@
using System;
using UnityEditor;
using UnityEngine;
namespace nadena.dev.modular_avatar.core.editor
{
[CustomEditor(typeof(ModularAvatarWorldFixedObject))]
internal class WorldFixedObjectEditor : MAEditorBase
{
protected override void OnInnerInspectorGUI()
{
#if UNITY_ANDROID
EditorGUILayout.HelpBox(Localization.S("worldfixed.quest"), MessageType.Warning);
#else
EditorGUILayout.HelpBox(Localization.S("worldfixed.normal"), MessageType.Info);
#endif
Localization.ShowLanguageUI();
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 649616c47b7842a6963efa48a0cace44
timeCreated: 1691907086

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@ -51,6 +51,8 @@
"merge_animator.path_mode.tooltip": "How to interpret paths in animations. Using relative mode lets you record animations from an animator on this object.",
"merge_animator.match_avatar_write_defaults": "Match Avatar Write Defaults",
"merge_animator.match_avatar_write_defaults.tooltip": "Match the write defaults setting used on the avatar's animator. If the avatar's write defaults settings are inconsistent, the settings on the animator will be left alone.",
"worldfixed.quest": "This component is not compatible with the standalone Oculus Quest and will have no effect.",
"worldfixed.normal": "This object will be fixed to world unless you fixed to avatar with constraint.",
"fpvisible.normal": "This object will be visible in your first person view.",
"fpvisible.NotUnderHead": "This component has no effect when not placed under the head bone.",
"fpvisible.quest": "This component is not compatible with the standalone Oculus Quest and will have no effect.",

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@ -50,6 +50,8 @@
"merge_animator.path_mode.tooltip": "アニメーション内のパスを解釈するモード。相対的にすると、このオブジェクトについているアニメーターでアニメーション編集できます",
"merge_animator.match_avatar_write_defaults": "アバターのWrite Defaults設定に合わせる",
"merge_animator.match_avatar_write_defaults.tooltip": "アバターの該当アニメーターのWrite Defaults設定に合わせます。アバター側の設定が矛盾する場合は、統合されるアニメーターのWD値がそのまま採用されます。",
"worldfixed.quest": "このコンポーネントはクエスト単体非対応のため無効となっています。",
"worldfixed.normal": "このオブジェクトはConstraint等でアバターに追従させない限りワールドに固定されます。",
"fpvisible.normal": "このオブジェクトは一人視点で表示されます。",
"fpvisible.quest": "このコンポーネントはクエスト単体非対応のため無効化となっています。",
"fpvisible.NotUnderHead": "このコンポーネントはヘッドボーン外では効果がありません。",

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@ -31,7 +31,6 @@ using UnityEditor;
using UnityEngine;
using UnityEngine.Animations;
using VRC.Dynamics;
using VRC.SDK3.Avatars.Components;
using VRC.SDK3.Dynamics.PhysBone.Components;
using Object = UnityEngine.Object;
@ -222,122 +221,20 @@ namespace nadena.dev.modular_avatar.core.editor
return hasComponents;
}
/// <summary>
/// Tracks an object whose Active state is animated, and which leads up to this Merge Animator component.
/// We use this tracking data to create proxy objects within the main armature, which track the same active
/// state.
/// </summary>
struct IntermediateObj
{
/// <summary>
/// Name of the intermediate object. Used to name proxy objects.
/// </summary>
public string name;
/// <summary>
/// The original path of this intermediate object.
/// </summary>
public string originPath;
/// <summary>
/// Whether this object is initially active.
/// </summary>
public bool active;
}
private List<IntermediateObj> intermediateObjects = new List<IntermediateObj>();
private Dictionary<string, List<GameObject>>
activationPathMappings = new Dictionary<string, List<GameObject>>();
private ActiveAnimationRetargeter _activeRetargeter;
private void MergeArmature(ModularAvatarMergeArmature mergeArmature, GameObject mergeTargetObject)
{
// TODO: error reporting?
if (mergeTargetObject == null) return;
GatherActiveStatePaths(mergeArmature.transform);
_activeRetargeter = new ActiveAnimationRetargeter(context, BoneDatabase, mergeArmature.transform);
RecursiveMerge(mergeArmature, mergeArmature.gameObject, mergeTargetObject, true);
FixupAnimations();
}
_activeRetargeter.FixupAnimations();
private AnimationCurve GetActiveBinding(AnimationClip clip, string path)
{
return AnimationUtility.GetEditorCurve(clip,
EditorCurveBinding.FloatCurve(path, typeof(GameObject), "m_IsActive"));
}
private void FixupAnimations()
{
foreach (var kvp in activationPathMappings)
{
var path = kvp.Key;
var mappings = kvp.Value;
foreach (var holder in context.AnimationDatabase.ClipsForPath(path))
{
if (!Util.IsTemporaryAsset(holder.CurrentClip))
{
holder.CurrentClip = Object.Instantiate(holder.CurrentClip);
}
var clip = holder.CurrentClip as AnimationClip;
if (clip == null) continue;
var curve = GetActiveBinding(clip, path);
if (curve != null)
{
foreach (var mapping in mappings)
{
clip.SetCurve(PathMappings.GetObjectIdentifier(mapping), typeof(GameObject), "m_IsActive",
curve);
}
}
}
}
}
private void GatherActiveStatePaths(Transform root)
{
intermediateObjects.Clear();
activationPathMappings.Clear();
List<IntermediateObj> rootPath = new List<IntermediateObj>();
while (root != null && root.GetComponent<VRCAvatarDescriptor>() == null)
{
rootPath.Insert(0, new IntermediateObj()
{
name = root.name,
originPath = RuntimeUtil.AvatarRootPath(root.gameObject),
active = root.gameObject.activeSelf
});
root = root.parent;
}
var prefix = "";
for (int i = 1; i <= rootPath.Count; i++)
{
var srcPrefix = string.Join("/", rootPath.Take(i).Select(p => p.name));
if (context.AnimationDatabase.ClipsForPath(srcPrefix).Any(clip =>
GetActiveBinding(clip.CurrentClip as AnimationClip, srcPrefix) != null
))
{
var intermediate = rootPath[i - 1].name + "$" + Guid.NewGuid().ToString();
var originPath = rootPath[i - 1].originPath;
intermediateObjects.Add(new IntermediateObj()
{
name = intermediate,
originPath = originPath,
active = rootPath[i - 1].active
});
if (prefix.Length > 0) prefix += "/";
prefix += intermediate;
activationPathMappings[originPath] = new List<GameObject>();
}
}
thisPassAdded.UnionWith(_activeRetargeter.AddedGameObjects.Select(x => x.transform));
}
/**
@ -366,49 +263,7 @@ namespace nadena.dev.modular_avatar.core.editor
GameObject mergedSrcBone = newParent;
if (retain)
{
mergedSrcBone = newParent;
var switchPath = "";
foreach (var intermediate in intermediateObjects)
{
var preexisting = mergedSrcBone.transform.Find(intermediate.name);
if (preexisting != null)
{
mergedSrcBone = preexisting.gameObject;
continue;
}
var switchObj = new GameObject(intermediate.name);
switchObj.transform.SetParent(mergedSrcBone.transform, false);
switchObj.transform.localPosition = Vector3.zero;
switchObj.transform.localRotation = Quaternion.identity;
switchObj.transform.localScale = Vector3.one;
switchObj.SetActive(intermediate.active);
if (switchPath.Length > 0)
{
switchPath += "/";
}
else
{
// This new leaf can break parent bone physbones. Add a PB Blocker
// to prevent this becoming an issue.
switchObj.GetOrAddComponent<ModularAvatarPBBlocker>();
}
switchPath += intermediate.name;
activationPathMappings[intermediate.originPath].Add(switchObj);
mergedSrcBone = switchObj;
// Ensure mesh retargeting looks through this
BoneDatabase.AddMergedBone(mergedSrcBone.transform);
BoneDatabase.RetainMergedBone(mergedSrcBone.transform);
PathMappings.MarkTransformLookthrough(mergedSrcBone);
thisPassAdded.Add(mergedSrcBone.transform);
}
}
mergedSrcBone = _activeRetargeter.CreateIntermediateObjects(newParent);
var isPrefabInstance = PrefabUtility.IsPartOfPrefabInstance(src.transform);
var isPrefabAsset = PrefabUtility.IsPartOfPrefabAsset(src.transform);

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@ -41,6 +41,9 @@ namespace nadena.dev.modular_avatar.core.editor.plugin
seq.Run(MergeArmaturePluginPass.Instance);
seq.Run(BoneProxyPluginPass.Instance);
seq.Run(VisibleHeadAccessoryPluginPass.Instance);
seq.Run("World Fixed Object",
ctx => new WorldFixedObjectProcessor(ctx.AvatarDescriptor).Process(ctx)
);
seq.Run(ReplaceObjectPluginPass.Instance);
});
seq.Run(BlendshapeSyncAnimationPluginPass.Instance);

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@ -0,0 +1,93 @@
using System.Linq;
using nadena.dev.modular_avatar.editor.ErrorReporting;
using UnityEditor;
using UnityEngine;
using UnityEngine.Animations;
using VRC.SDK3.Avatars.Components;
namespace nadena.dev.modular_avatar.core.editor
{
internal class WorldFixedObjectProcessor
{
private BuildContext _context;
private VRCAvatarDescriptor _avatar;
private Transform _proxy;
public WorldFixedObjectProcessor(VRCAvatarDescriptor avatar)
{
_avatar = avatar;
}
public void Process(BuildContext context)
{
_context = context;
foreach (var target in _avatar.GetComponentsInChildren<ModularAvatarWorldFixedObject>(true)
.OrderByDescending(x => NestCount(x.transform)))
BuildReport.ReportingObject(target, () => Process(target));
}
int NestCount(Transform transform)
{
int count = 0;
while (transform.parent != null) transform = transform.parent;
return count;
}
void Process(ModularAvatarWorldFixedObject target)
{
var retargeter = new ActiveAnimationRetargeter(
_context,
new BoneDatabase(),
target.transform
);
var proxy = CreateProxy();
var parent = retargeter.CreateIntermediateObjects(proxy.gameObject);
var xform = target.transform;
var pscale = proxy.lossyScale;
var oscale = xform.lossyScale;
xform.localScale = new Vector3(oscale.x / pscale.x, oscale.y / pscale.y, oscale.z / pscale.z);
target.transform.SetParent(parent.transform, true);
retargeter.FixupAnimations();
Object.DestroyImmediate(target);
}
private Transform CreateProxy()
{
if (_proxy != null) return _proxy;
// 78828bfbcb4cb4ce3b00de044eb2d927: Assets/FixedPrefab.prefab
var fixedGameObject = AssetDatabase.LoadAssetAtPath<GameObject>(
AssetDatabase.GUIDToAssetPath("78828bfbcb4cb4ce3b00de044eb2d927"));
var avatarRoot = _avatar.transform;
GameObject obj = new GameObject("(MA WorldFixedRoot)");
obj.transform.SetParent(avatarRoot, false);
obj.transform.localPosition = Vector3.zero;
obj.transform.localRotation = Quaternion.identity;
obj.transform.localScale = Vector3.one;
var constraint = obj.AddComponent<ParentConstraint>();
constraint.AddSource(new ConstraintSource()
{
weight = 1.0f,
sourceTransform = fixedGameObject.transform,
});
constraint.constraintActive = true;
constraint.locked = true;
constraint.rotationOffsets = new[] {Vector3.zero};
constraint.translationOffsets = new[] {Vector3.zero};
_proxy = obj.transform;
return obj.transform;
}
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 050f048a6b6a4714818573e27d1c19ac
timeCreated: 1691905335

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@ -0,0 +1,11 @@
using UnityEngine;
namespace nadena.dev.modular_avatar.core
{
[AddComponentMenu("Modular Avatar/MA World Fixed Object")]
[DisallowMultipleComponent]
public class ModularAvatarWorldFixedObject : AvatarTagComponent
{
// no configuration needed
}
}

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@ -0,0 +1,21 @@
# World Fixed Object
![World Fixed Object component](world-fixed-object.png)
This component can be used to make a GameObject stay in place relative to the world, even when the avatar moves.
## When should I use it?
When you want to have a prop or object stay in place when your avatar moves.
## Setting up World Fixed Object
Attach a `World Fixed Object` component to a GameObject. There are no configuration options to set.
The component will automatically generate a world-origin fixed GameObject at the avatar root and move your GameObject
to its child. You can control the position of GameObjects within a World Fixed Object using e.g. Parent Constraints.
Only one constraint will be generated, even if multiple World Fixed Object components are used.
As such, the performance impact of this component is the same whether you use one or dozens.
Due to technical limitations on the Quest, this component has no effect when building for Quest standalone.

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@ -0,0 +1,20 @@
# World Fixed Object
![World Fixed Object component](world-fixed-object.png)
このコンポーネントを付けることで、GameObjectをワールドに固定できます。
## いつ使うもの?
GameObjectをワールド固定したいとき。
## セットアップ方法
ワールド固定したいGameObjectにWorld Fixed Objectコンポーネントをつけるだけです。設定はありません。
このコンポーネントは自動的にワールド原点に固定されたGameObjectをアタバー直下に作り、その子にWorld Fixed ObjectのついたGameObjectを移動させます。
World Fixed ObjectのついたGameObjectはParent Constraint等を使用してワールド内の位置を調整できます。
複数のWorld Fixed Objectコンポーネントを使っても、Constraintは一つだけです。なので、複数のGameObjectを指定しても、その分重くなることはありません。
技術的な制約により、Quest単体では動作できません。Quest向けのビルドはつけたままにしてもいいが、効果は発揮しません。

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