/// <summary>
        /// A coroutine used to update continuous haptics as they're playing
        /// </summary>
        /// <returns></returns>
        protected virtual IEnumerator ContinuousHapticsCoroutine()
        {
            _continuousStartedAt = (Timescale == Timescales.ScaledTime) ? Time.time : Time.unscaledTime;
            _continuousPlaying   = true;
            float elapsedTime = ComputeElapsedTime();

            MMVibrationManager.ContinuousHaptic(InitialContinuousIntensity, InitialContinuousSharpness, ContinuousDuration, HapticTypes.Success, this);

            while (_continuousPlaying && (elapsedTime < ContinuousDuration))
            {
                elapsedTime = ComputeElapsedTime();
                float remappedTime = Remap(elapsedTime, 0f, ContinuousDuration, 0f, 1f);
                float intensity    = ContinuousIntensityCurve.Evaluate(remappedTime);
                float sharpness    = ContinuousSharpnessCurve.Evaluate(remappedTime);
                MMVibrationManager.UpdateContinuousHaptic(intensity, sharpness, true);
                if (AllowRumble)
                {
                    #if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
                    MMNVRumble.RumbleContinuous(intensity, sharpness);
                    #endif
                }
                yield return(null);
            }
            if (_continuousPlaying)
            {
                _continuousPlaying = false;
                MMVibrationManager.StopContinuousHaptic(AllowRumble);
            }
        }
        /// <summary>
        /// Updates a continuous haptic while it's playing. Not supported on Android for now, until Google adds API support for that
        /// More options signature
        /// </summary>
        /// <param name="ios"></param>
        /// <param name="iosIntensity"></param>
        /// <param name="iosSharpness"></param>
        /// <param name="android"></param>
        /// <param name="androidIntensity"></param>
        /// <param name="androidSharpness"></param>
        /// <param name="rumble"></param>
        /// <param name="rumbleIntensity"></param>
        /// <param name="rumbleSharpness"></param>
        /// <param name="controllerID"></param>
        public static void UpdateContinuousHaptic(bool ios, float iosIntensity, float iosSharpness, 
                                                  bool android, float androidIntensity, float androidSharpness,
                                                  bool rumble, float rumbleIntensity, float rumbleSharpness, int controllerID = -1)
        {
            if (iOS() && ios)
            {
                if ((iOSVersion >= 13) && HapticsSupported())
                {
                    MMNViOSCoreHaptics.UpdateContinuousHapticPatternRational(iosIntensity, iosSharpness);
                    _hapticsPlayedOnce = true;
                }
            }
            if (rumble)
            {
#if MOREMOUNTAINS_NICEVIBRATIONS_RUMBLE
                MMNVRumble.RumbleContinuous(rumbleIntensity, rumbleSharpness, 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
            }
        }