private void MigrateOneHandRotationModes(ref ObjectManipulator objManip, ManipulationHandler.RotateInOneHandType oldMode, ManipulationProximityFlags proximity)
        {
            ObjectManipulator.RotateInOneHandType newMode = ObjectManipulator.RotateInOneHandType.RotateAboutGrabPoint;

            switch (oldMode)
            {
            case ManipulationHandler.RotateInOneHandType.MaintainRotationToUser:
            {
                newMode = ObjectManipulator.RotateInOneHandType.RotateAboutGrabPoint;

                var constraint = objManip.EnsureComponent <FixedRotationToUserConstraint>();
                constraint.TargetTransform = objManip.HostTransform;
                constraint.HandType        = ManipulationHandFlags.OneHanded;
                constraint.ProximityType   = proximity;
                break;
            }

            case ManipulationHandler.RotateInOneHandType.GravityAlignedMaintainRotationToUser:
            {
                newMode = ObjectManipulator.RotateInOneHandType.RotateAboutGrabPoint;

                var rotConstraint = objManip.EnsureComponent <FixedRotationToUserConstraint>();
                rotConstraint.TargetTransform = objManip.HostTransform;
                rotConstraint.HandType        = ManipulationHandFlags.OneHanded;
                rotConstraint.ProximityType   = proximity;

                var axisConstraint = objManip.EnsureComponent <RotationAxisConstraint>();
                axisConstraint.TargetTransform      = objManip.HostTransform;
                axisConstraint.HandType             = ManipulationHandFlags.OneHanded;
                axisConstraint.ProximityType        = proximity;
                axisConstraint.ConstraintOnRotation = AxisFlags.XAxis | AxisFlags.ZAxis;
                break;
            }

            case ManipulationHandler.RotateInOneHandType.FaceUser:
            {
                newMode = ObjectManipulator.RotateInOneHandType.RotateAboutGrabPoint;

                var rotConstraint = objManip.EnsureComponent <FaceUserConstraint>();
                rotConstraint.TargetTransform = objManip.HostTransform;
                rotConstraint.HandType        = ManipulationHandFlags.OneHanded;
                rotConstraint.ProximityType   = proximity;
                rotConstraint.FaceAway        = false;
                break;
            }

            case ManipulationHandler.RotateInOneHandType.FaceAwayFromUser:
            {
                newMode = ObjectManipulator.RotateInOneHandType.RotateAboutGrabPoint;

                var rotConstraint = objManip.EnsureComponent <FaceUserConstraint>();
                rotConstraint.TargetTransform = objManip.HostTransform;
                rotConstraint.HandType        = ManipulationHandFlags.OneHanded;
                rotConstraint.ProximityType   = proximity;
                rotConstraint.FaceAway        = true;
                break;
            }

            case ManipulationHandler.RotateInOneHandType.MaintainOriginalRotation:
            {
                newMode = ObjectManipulator.RotateInOneHandType.RotateAboutGrabPoint;

                var rotConstraint = objManip.EnsureComponent <FixedRotationToWorldConstraint>();
                rotConstraint.TargetTransform = objManip.HostTransform;
                rotConstraint.HandType        = ManipulationHandFlags.OneHanded;
                rotConstraint.ProximityType   = proximity;
                break;
            }

            case ManipulationHandler.RotateInOneHandType.RotateAboutObjectCenter:
                newMode = ObjectManipulator.RotateInOneHandType.RotateAboutObjectCenter;
                break;

            case ManipulationHandler.RotateInOneHandType.RotateAboutGrabPoint:
                newMode = ObjectManipulator.RotateInOneHandType.RotateAboutGrabPoint;
                break;
            }

            if (proximity.HasFlag(ManipulationProximityFlags.Near))
            {
                objManip.OneHandRotationModeNear = newMode;
            }
            if (proximity.HasFlag(ManipulationProximityFlags.Far))
            {
                objManip.OneHandRotationModeFar = newMode;
            }
        }