// Use this for initialization
        void Start()
        {
            // Get the WIMUs manager
            receiver = GameObject.Find("WIMUs Server").GetComponent<ShimmerReceiving>();

            // Get our exporters
            fusionCapturer = this.GetComponent<FusionCapturing>();
            kinectCapturer = this.GetComponent<SkeletonCapturing>();

            // Init rotational reference + Reset orientations
            for( int i = 0; i < receiver.SensorsCount; ++i ) {
                isFirstOrientation[ i ] = true;
            }

            headingDelay = headingEstimationDelay;

            // Standalone code
            fusedView.enableRendering ();

            // Here we adapt our WIMUs configuration
            switch( FusedConfiguration.CurrentFusionType ) {
            case FusedConfiguration.FusionType.FUSION_LOWERBODY:
                fusionWIMUs[ 0 ] = JointType.SpineMid;
                fusionWIMUs[ 1 ] = JointType.SpineBase;
                fusionWIMUs[ 2 ] = JointType.KneeRight;
                fusionWIMUs[ 3 ] = JointType.AnkleRight;
                fusionWIMUs[ 4 ] = JointType.KneeLeft;
                fusionWIMUs[ 5 ] = JointType.AnkleLeft;
                fusionWIMUs[ 6 ] = JointType.FootRight;
                fusionWIMUs[ 7 ] = JointType.FootLeft;
                fusionPrecedentWIMUs[ 0 ] = JointType.SpineMid;
                fusionPrecedentWIMUs[ 1 ] = JointType.SpineBase;
                fusionPrecedentWIMUs[ 2 ] = JointType.HipRight;
                fusionPrecedentWIMUs[ 3 ] = JointType.KneeRight;
                fusionPrecedentWIMUs[ 4 ] = JointType.HipLeft;
                fusionPrecedentWIMUs[ 5 ] = JointType.KneeLeft;
                fusionPrecedentWIMUs[ 6 ] = JointType.AnkleRight;
                fusionPrecedentWIMUs[ 7 ] = JointType.AnkleLeft;

                // TODO Fill with missing joints
                wimusJointCount = 8;

                // Fill the other ones with unused joint
                for(int i = 8; i < wimusJointCount; ++i) {
                    fusionWIMUs[ i ] = (JointType) (-1);
                }
                break;
            default: // Keep it the way it was initialized.
                break;
            };
        }
 protected override void Awake()
 {
     base.Awake();
     this.server = GetComponent<ShimmerReceiving>();
 }
 void Awake()
 {
     //TODO: Singleton Implementation?
     this.level = Application.loadedLevel;
     this.shimmerPrefab = Resources.Load<GameObject>(ShimmerPrefabLocation);
     this.deviceCamera = GetComponent<Camera>();
     this.server = GetComponent<ShimmerReceiving>();
     this.client = GetComponent<ShimmerSending>();
     this.recorder = GetComponent<ShimmerRecording>();
     this.skin = Resources.Load<GUISkin>(GuiSkinLocation);
     this.selectedDevice = -1;
     DontDestroyOnLoad(this.gameObject);
     System.Diagnostics.Process foo = new System.Diagnostics.Process();
     foo.StartInfo.FileName = "client.exe";
     //foo.StartInfo.WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden;
     foo.Start();
 }
 void Awake()
 {
     Instance = this;
     this.handler = new Sensor_Handler(Sensor_Handler.ServerType.TYPE_SERVER);
     this.runThread = new Thread(new ThreadStart(handler.Run))
     {
         IsBackground = true,
         Name = "Shimmer Server",
         Priority = System.Threading.ThreadPriority.AboveNormal
     };
     this.SensorsCount = this.handler.GetNumSensors();
     this.LatestData = new SensorData[this.SensorsCount];
     this.enabled = false;
 }