add some extra assets FX and SFX
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@@ -52,6 +52,8 @@ public class grabObjects : MonoBehaviour
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public bool grabObjectsEnabled;
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public Shader pickableShader;
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bool pickableShaderFound;
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public string defaultShaderName = "Legacy Shaders/Transparent/Diffuse";
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public float headTrackBodyWeightOnAim = 1;
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@@ -1123,11 +1125,19 @@ public class grabObjects : MonoBehaviour
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outlineObjectSystem currentOutlineObjectSystem = objectHeld.GetComponentInChildren<outlineObjectSystem> ();
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if (currentOutlineObjectSystem != null) {
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if (pickableShader == null) {
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pickableShader = Shader.Find (defaultShaderName);
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if (!pickableShaderFound) {
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pickableShaderFound = pickableShader != null;
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if (!pickableShaderFound) {
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pickableShader = Shader.Find (defaultShaderName);
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pickableShaderFound = pickableShader != null;
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}
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}
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currentOutlineObjectSystem.setTransparencyState (true, pickableShader, alphaTransparency);
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if (pickableShaderFound) {
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currentOutlineObjectSystem.setTransparencyState (true, pickableShader, alphaTransparency);
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}
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currentObjectUsingTransparency = true;
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}
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@@ -1286,11 +1296,19 @@ public class grabObjects : MonoBehaviour
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outlineObjectSystem currentOutlineObjectSystem = objectHeld.GetComponentInChildren<outlineObjectSystem> ();
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if (currentOutlineObjectSystem != null) {
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if (pickableShader == null) {
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pickableShader = Shader.Find (defaultShaderName);
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if (!pickableShaderFound) {
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pickableShaderFound = pickableShader != null;
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if (!pickableShaderFound) {
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pickableShader = Shader.Find (defaultShaderName);
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pickableShaderFound = pickableShader != null;
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}
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}
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currentOutlineObjectSystem.setTransparencyState (true, pickableShader, alphaTransparency);
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if (pickableShaderFound) {
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currentOutlineObjectSystem.setTransparencyState (true, pickableShader, alphaTransparency);
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}
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currentObjectUsingTransparency = true;
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}
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