/// <summary>
        /// Plays a transient haptic, signature with more fine control
        /// </summary>
        /// <param name="vibrateiOS"></param>
        /// <param name="iOSIntensity"></param>
        /// <param name="iOSSharpness"></param>
        /// <param name="vibrateAndroid"></param>
        /// <param name="androidIntensity"></param>
        /// <param name="androidSharpness"></param>
        /// <param name="vibrateAndroidIfNoSupport"></param>
        /// <param name="rumble"></param>
        /// <param name="rumbleLowFrequency"></param>
        /// <param name="rumbleHighFrequency"></param>
        /// <param name="controllerID"></param>
        /// <param name="coroutineSupport"></param>
        public static void TransientHaptic(bool vibrateiOS, float iOSIntensity, float iOSSharpness,
                                           bool vibrateAndroid, float androidIntensity = 1f, float androidSharpness = 1f,
                                           bool vibrateAndroidIfNoSupport = false,
                                           bool rumble = true, float rumbleLowFrequency         = 1f, float rumbleHighFrequency = 1f, int controllerID = -1,
                                           MonoBehaviour coroutineSupport = null, bool threaded = true)
        {
            if (!_vibrationsActive)
            {
                return;
            }

            DebugLog("[MMVibrationManager] Transient Haptic");

            if (Android() && vibrateAndroid)
            {
                if (!MMNVAndroid.AndroidHasAmplitudeControl() && !vibrateAndroidIfNoSupport)
                {
                    return;
                }
                androidIntensity = Remap(androidIntensity, 0f, 1f, 0, 255);
                MMNVAndroid.AndroidVibrate(100, (int)(androidIntensity));
            }
            else if (iOS() && vibrateiOS)
            {
                if ((iOSVersion >= 13) && HapticsSupported())
                {
                    MMNViOSCoreHaptics.PlayTransientHapticPattern(iOSIntensity, iOSSharpness, threaded);
                    _hapticsPlayedOnce = true;
                }
                else
                {
                    if (iOSIntensity < 0.3f)
                    {
                        MMNViOS.iOSTriggerHaptics(HapticTypes.LightImpact);
                    }
                    else if ((iOSIntensity >= 0.3f) && (iOSIntensity < 0.6f))
                    {
                        MMNViOS.iOSTriggerHaptics(HapticTypes.MediumImpact);
                    }
                    else
                    {
                        MMNViOS.iOSTriggerHaptics(HapticTypes.HeavyImpact);
                    }
                }
            }
            if (rumble && (coroutineSupport != null))
            {
                #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
                MMNVRumble.Rumble(rumbleLowFrequency, rumbleHighFrequency, 0.08f, coroutineSupport, controllerID);
                #endif
            }
        }
        /// <summary>
        /// Plays a advanced haptic pattern,
        /// </summary>
        /// <param name="ios"></param>
        /// <param name="iOSJSONString"></param>
        /// <param name="android"></param>
        /// <param name="androidPattern"></param>
        /// <param name="androidAmplitudes"></param>
        /// <param name="androidRepeat"></param>
        /// <param name="vibrateAndroidIfNoSupport"></param>
        /// <param name="rumble"></param>
        /// <param name="rumblePattern"></param>
        /// <param name="rumbleLowFreqAmplitudes"></param>
        /// <param name="rumbleHighFreqAmplitudes"></param>
        /// <param name="rumbleRepeat"></param>
        /// <param name="fallbackOldiOS"></param>
        /// <param name="coroutineSupport"></param>
        /// <param name="controllerID"></param>
        public static void AdvancedHapticPattern(bool ios, string iOSJSONString,
                                                 bool android, long[] androidPattern, int[] androidAmplitudes, int androidRepeat,
                                                 bool vibrateAndroidIfNoSupport,
                                                 bool rumble,
                                                 long[] rumblePattern, int[] rumbleLowFreqAmplitudes, int[] rumbleHighFreqAmplitudes, int rumbleRepeat,
                                                 HapticTypes fallbackOldiOS     = HapticTypes.None,
                                                 MonoBehaviour coroutineSupport = null, int controllerID = -1, bool threaded = false)
        {
            if (!_vibrationsActive)
            {
                return;
            }

            DebugLog("[MMVibrationManager] Advanced Haptic Pattern");

            if (Android())
            {
                if (!MMNVAndroid.AndroidHasAmplitudeControl() && !vibrateAndroidIfNoSupport)
                {
                    return;
                }
                MMNVAndroid.AndroidVibrate(androidPattern, androidAmplitudes, androidRepeat, threaded);
            }
            else if (iOS())
            {
                if ((iOSVersion >= 13) && HapticsSupported())
                {
                    MMNViOSCoreHaptics.PlayCoreHapticsFromJSON(iOSJSONString, threaded);
                    _hapticsPlayedOnce = true;
                }
                else
                {
                    MMNViOS.iOSTriggerHaptics(fallbackOldiOS);
                }
            }
#if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
            if (coroutineSupport != null)
            {
                MMNVRumble.Rumble(rumblePattern, rumbleLowFreqAmplitudes, rumbleHighFreqAmplitudes, rumbleRepeat, coroutineSupport, controllerID);
            }
#endif
        }
        /// <summary>
        /// Plays a continuous haptic, full options signature
        /// </summary>
        /// <param name="vibrateiOS"></param>
        /// <param name="iOSIntensity"></param>
        /// <param name="iOSSharpness"></param>
        /// <param name="fallbackOldiOS"></param>
        /// <param name="vibrateAndroid"></param>
        /// <param name="androidIntensity"></param>
        /// <param name="androidSharpness"></param>
        /// <param name="vibrateAndroidIfNoSupport"></param>
        /// <param name="rumble"></param>
        /// <param name="rumbleLowFrequency"></param>
        /// <param name="rumbleHighFrequency"></param>
        /// <param name="controllerID"></param>
        /// <param name="duration">the duration in seconds</param>
        /// <param name="mono">a monobehaviour to use to sustain this haptic</param>
        /// <param name="threaded">whether to call this on the main thread (false) or a secondary one (true)</param>
        /// <param name="fullIntensity">whether to allow for full intensity control for subsequent updates</param>
        public static void ContinuousHaptic(bool vibrateiOS, float iOSIntensity, float iOSSharpness, HapticTypes fallbackOldiOS,
                                            bool vibrateAndroid, float androidIntensity, float androidSharpness,
                                            bool vibrateAndroidIfNoSupport,
                                            bool rumble, float rumbleLowFrequency, float rumbleHighFrequency, int controllerID,
                                            float duration,
                                            MonoBehaviour mono = null, bool threaded = false, bool fullIntensity = true)
        {
            if (!_vibrationsActive)
            {
                return;
            }

            DebugLog("[MMVibrationManager] Continuous Haptic");

            if (Android() && vibrateAndroid)
            {
                if (!MMNVAndroid.AndroidHasAmplitudeControl() && !vibrateAndroidIfNoSupport)
                {
                    return;
                }
                androidIntensity = Remap(androidIntensity, 0f, 1f, 0, 255);
                MMNVAndroid.AndroidVibrate((long)(duration * 1000), (int)(androidIntensity));
            }
            else if (iOS() && vibrateiOS)
            {
                if ((iOSVersion >= 13) && HapticsSupported())
                {
                    MMNViOSCoreHaptics.PlayContinuousHapticPattern(iOSIntensity, iOSSharpness, duration, mono, threaded, fullIntensity);
                    _hapticsPlayedOnce = true;
                }
                else
                {
                    MMNViOS.iOSTriggerHaptics(fallbackOldiOS);
                }
            }
            if (rumble && (mono != null))
            {
#if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
                MMNVRumble.RumbleContinuous(rumbleLowFrequency, rumbleHighFrequency, controllerID);
#endif
            }
        }