public IEnumerator AlignmentManagerTestBasic()
        {
            var rig = loadHelper.LoadBasicSceneRig();

            /// This context ensures FW is enabled, but also gives a MonoBehavior to run coroutines off of.
            WorldLockingContext context = loadHelper.LoadComponentOnGameObject <WorldLockingContext>("Prefabs/CoreTestContext_AllEnabled.prefab");
            var alignMgr = WorldLockingManager.GetInstance().AlignmentManager;

            yield return(context.StartCoroutine(CheckSinglePin(alignMgr, 0)));

            yield return(context.StartCoroutine(CheckSinglePin(alignMgr, 1)));

            yield return(context.StartCoroutine(CheckDualPins(alignMgr, 0, 1)));

            yield return(context.StartCoroutine(CheckDualPins(alignMgr, 1, 2)));

            yield return(context.StartCoroutine(CheckDualPins(alignMgr, 0, 2)));

            alignMgr.ClearAlignmentAnchors();
            for (int i = 0; i < 2; ++i)
            {
                alignMgr.AddAlignmentAnchor(pinData[i].name, pinData[i].virtualPose, pinData[i].lockedPose);
            }
            alignMgr.SendAlignmentAnchors();

            yield return(null);

            CheckAlignment(alignMgr, pinData[0].virtualPose.position, pinData[0].lockedPose.position);

            CheckAlignment(alignMgr, pinData[1].virtualPose.position, pinData[1].lockedPose.position);

            CheckAlignment(alignMgr,
                           (pinData[0].virtualPose.position + pinData[1].virtualPose.position) * 0.5f,
                           (pinData[0].lockedPose.position + pinData[1].lockedPose.position) * 0.5f);

            GameObject.Destroy(context.gameObject);
            GameObject.Destroy(rig);

            yield return(null);
        }