/// <summary>
    /// Late initialization (give dependencies a chance to run their Awake).
    /// </summary>
    void Start()
    {
        m_worldScale          = new TextFieldAsFloatData("World Scale", getReal3D.Scale.userScale, "##0.0000");
        m_worldScale.minLimit = 1e-3f;
        m_worldScale.maxLimit = 1e3f;

        m_eyeSeparation          = new TextFieldAsFloatData("Eye Separation (unknown)", getReal3D.Scale.eyeSeparation);
        m_eyeSeparation.minLimit = -1e3f;
        m_eyeSeparation.maxLimit = 1e3f;

        m_translationSpeed          = new TextFieldAsFloatData("Translation Speed", 1.0f);
        m_translationSpeed.minLimit = 1e-3f;
        m_translationSpeed.maxLimit = 1e3f;

        m_rotationSpeed          = new TextFieldAsFloatData("Rotation Speed", 1.0f);
        m_rotationSpeed.minLimit = 1e-3f;
        m_rotationSpeed.maxLimit = 1e3f;

        switchNavEnabled = gameObject.GetComponent <getRealWalkthruController>() != null &&
                           gameObject.GetComponent <getRealAimAndGoController>() != null;
    }
    /// <summary>
    /// Late initialization (give dependencies a chance to run their Awake).
    /// </summary>
    void Start()
    {
        m_worldScale = new TextFieldAsFloatData("World Scale", getReal3D.Scale.userScale, "##0.0000");
        m_worldScale.minLimit = 1e-3f;
        m_worldScale.maxLimit = 1e3f;

        m_eyeSeparation = new TextFieldAsFloatData("Eye Separation (unknown)", getReal3D.Scale.eyeSeparation);
        m_eyeSeparation.minLimit = -1e3f;
        m_eyeSeparation.maxLimit = 1e3f;

        m_translationSpeed = new TextFieldAsFloatData("Translation Speed", 1.0f);
        m_translationSpeed.minLimit = 1e-3f;
        m_translationSpeed.maxLimit = 1e3f;

        m_rotationSpeed = new TextFieldAsFloatData("Rotation Speed", 1.0f);
        m_rotationSpeed.minLimit = 1e-3f;
        m_rotationSpeed.maxLimit = 1e3f;

        switchNavEnabled = gameObject.GetComponent<getRealWalkthruController>() != null
                        && gameObject.GetComponent<getRealAimAndGoController>() != null;
    }