// Update is called once per frame
    void Update()
    {
        if (originalControllerSetting != displayControllers)
        {
            setControllerVisibility(displayControllers);
        }

        if (xDown)
        {
            leftStatus          = AmpStatus.calibrateComfort;
            leftStatusText.text = "Press Trigger at\ncomfortable position";
        }
        if (aDown)
        {
            rightStatus          = AmpStatus.calibrateComfort;
            rightStatusText.text = "Press Trigger at\ncomfortable position";
        }

        checkCalibration();
        amplify(HandSide.left);
        amplify(HandSide.right);
    }
    void checkCalibration()
    {
        if (leftTriggerDown && (leftStatus == AmpStatus.calibrateComfort || leftStatus == AmpStatus.calibrateMax))
        {
            if (leftStatus == AmpStatus.calibrateComfort)
            {
                Destroy(leftComfortPoint);
                leftComfortPoint = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                leftComfortPoint.GetComponent <SphereCollider>().enabled = false;
                leftComfortPoint.name = "Left Comfort Point";
                leftComfortPoint.transform.localScale = new Vector3(0.01f, 0.01f, 0.01f);
                leftComfortPoint.transform.position   = leftHand.transform.position;
                leftComfortPoint.transform.parent     = leftShoulder.transform;
                leftStatus          = AmpStatus.calibrateMax;
                leftStatusText.text = "Press Trigger at\nmax reach";
            }
            else
            {
                if (leftReachSphere != null)
                {
                    Destroy(leftReachSphere);
                }

                leftReachSphere = Instantiate(invertedSpherePrefab);
                float maxReachDistance = Vector3.Distance(leftShoulder.transform.position, leftHand.transform.position);
                leftReachSphere.transform.parent        = leftShoulder.transform;
                leftReachSphere.transform.localPosition = Vector3.zero;
                leftReachSphere.transform.localScale    = new Vector3(200 * maxReachDistance, 200 * maxReachDistance, 200 * maxReachDistance);
                leftReachSphere.layer = 22;
                leftReachSphere.GetComponent <Renderer>().enabled = false;
                leftStatus          = AmpStatus.active;
                leftStatusText.text = "";
            }
        }

        if (rightTriggerDown && (rightStatus == AmpStatus.calibrateComfort || rightStatus == AmpStatus.calibrateMax))
        {
            if (rightStatus == AmpStatus.calibrateComfort)
            {
                Destroy(rightComfortPoint);
                rightComfortPoint = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                rightComfortPoint.GetComponent <SphereCollider>().enabled = false;
                rightComfortPoint.name = "Right Comfort Point";
                rightComfortPoint.transform.localScale = new Vector3(0.01f, 0.01f, 0.01f);
                rightComfortPoint.transform.position   = rightHand.transform.position;
                rightComfortPoint.transform.parent     = rightShoulder.transform;
                rightStatus          = AmpStatus.calibrateMax;
                rightStatusText.text = "Press Trigger at\nmax reach";
            }
            else
            {
                if (rightReachSphere != null)
                {
                    Destroy(rightReachSphere);
                }

                rightReachSphere = Instantiate(invertedSpherePrefab);
                float maxReachDistance = Vector3.Distance(rightShoulder.transform.position, rightHand.transform.position);
                target_maxDistance = maxReachDistance;
                rightReachSphere.transform.parent        = rightShoulder.transform;
                rightReachSphere.transform.localPosition = Vector3.zero;
                rightReachSphere.transform.localScale    = new Vector3(200 * maxReachDistance, 200 * maxReachDistance, 200 * maxReachDistance);
                rightReachSphere.layer = 23;
                rightReachSphere.GetComponent <Renderer>().enabled = false;
                rightStatus          = AmpStatus.active;
                rightStatusText.text = "";
            }
        }
    }