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Fixing extra whitespace
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Assets/MRTK/SDK/Features/Utilities/Solvers/SurfaceMagnetism.cs

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@@ -388,7 +388,6 @@ private Vector3 RaycastDirection
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/// <returns>Quaternion, the orientation to use for the object</returns>
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private Quaternion CalculateMagnetismOrientation(Vector3 direction, Vector3 surfaceNormal)
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{
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// Compute the up vector of our current working rotation,
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// to avoid gimbal lock instability when normal is also pointing upwards.
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// This "current" up vector is used in the LookRotation, which causes

Assets/MRTK/Tests/PlayModeTests/SolverTests.cs

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@@ -288,8 +288,6 @@ public IEnumerator TestSurfaceMagnetismGimbalLock()
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// Make sure that the target's right vector has not flip-flopped
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Assert.IsTrue(Mathf.Sign(targetTransform.transform.right.x) == Mathf.Sign(rightVector.x));
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}
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/// <summary>

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