If you mean the draw debug call, they won’t follow you anyway. I didn’t see other debug “component” mesh you mentioned so don’t know what you refer too.
About moving platform, although it’s not encouraged for VR, but for people that have stomach for it, I think it’s doable.
You basically have something that triggers enter moving platform volume, save to scene root reference to an array and then during animation playback/update, move the all the scene root with platform with teleported offset.
When you leave volume, remove reference from array and then you don’t get update, that’s pretty much it.
I did a Ultraman test today and it’s quite fun, by manipulate the world to meter value and some scale update. Still have to make some tweaks cause it’s making camera by tracked unit converted, so you are also moving away from scene root while growing big. But since your head are always moving, it’s kind of interesting problem to solve the offset problem. I think Paul’s teleport is pretty simple and working, while yours I kinda run into moving ground level problem.(ie. if I put controller IRL ground after teleport, it’s usually not on the in game ground.)