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diff --git a/Assets/SmoothMouseLook.cs.meta b/Assets/SmoothMouseLook.cs.meta
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diff --git a/Assets/SoundManager.cs b/Assets/SoundManager.cs
index 7b87ef7824c58676e17fc0f5020829d13c2e5d17..baba6c7216df9c9049034fc8773b0387a205886e 100644
--- a/Assets/SoundManager.cs
+++ b/Assets/SoundManager.cs
@@ -1,95 +1,95 @@
-using UnityEngine;
-using UnityEngine.Events;
-using System.Collections;
-using System;
-
-[RequireComponent(typeof(AudioSource))]
-[RequireComponent(typeof(Collider))]
-public class SoundManager : MonoBehaviour
-{   
-    public Collider player;
-    public AudioSource audioSource;
-    public Boolean stopOnExit = false;
-    public Boolean pauseOnExit = false;
-    public Boolean startOnEnter = true;
-    public Boolean startAfterAwake = false;
-    public Boolean playOnlyOnce = false;
-    public float startDelay = 0.0f;
-    public float stopDelay = 0.0f;
-
-    Boolean never_played_before = true;
-    // Start is called before the first frame update
-    void Awake()
-    {
-        // If the audioSource is not set, use the Component of this element
-        if (audioSource == null)
-        {
-            audioSource = GetComponent<AudioSource>();
-             Debug.LogFormat("[{0}] Audio Source was not specified, so use the one placed on {1}", this.gameObject.name);
-        }
-        audioSource.playOnAwake = false;
-        audioSource.Stop();
-        if (startAfterAwake)
-        {
-            Invoke("Play", startDelay);
-        }
-    }
-
-    void OnTriggerEnter(Collider other)
-    {
-        if (startOnEnter && other.gameObject.name == player.gameObject.name)
-        {
-            // Start sound only if we want to "restart on enter"
-            // Otherwise only start it, if it isn't playing already
-            if (never_played_before || !audioSource.isPlaying) 
-            {
-                Invoke("Play", startDelay);
-                Debug.LogFormat("[{0}] Started playing sound {1} with a delay of {2} seconds because of collision with {3}", this.gameObject.name, audioSource.clip.name, startDelay, other.gameObject.name);
-            }
-        }
-        else if (!startOnEnter)
-        {
-            Debug.LogFormat("[{0}] Collided with {1} but didn't trigger sound because it wasnt {2}", this.gameObject.name, other.gameObject.name, player.gameObject.name);
-        }
-    }
-
-    void OnTriggerExit(Collider other)
-    {
-        if (stopOnExit && other.gameObject.name == player.gameObject.name)
-        {
-            Invoke("Stop", stopDelay);
-            Debug.LogFormat("[{0}] Stopped sound {1} with a delay of {2} seconds because {3} exited collider", this.gameObject.name, audioSource.clip.name, stopDelay, other.gameObject.name);
-        }
-        else if (pauseOnExit && other.gameObject.name == player.gameObject.name)
-        {
-            Invoke("Pause", stopDelay);
-            Debug.LogFormat("[{0}] Paused sound {1} with a delay of {2} seconds because {3} exited collider", this.gameObject.name, audioSource.clip.name,stopDelay, other.gameObject.name);
-        }
-    }
-
-    void Play()
-    {
-        if (playOnlyOnce) {
-            if (!Data.instance.PlayedSound(audioSource.name)) {
-                audioSource.Play();
-                never_played_before = false;
-                Data.instance.RegisterSound(audioSource.name);
-            }else { Debug.LogFormat("[{0}] Didn't play sound again: {1}", this.gameObject.name, audioSource.clip.name); }
-        }else{
-            audioSource.Play();
-            never_played_before = false;
-            Debug.LogFormat("[{0}] Registered as Started: {1}", this.gameObject.name, audioSource.name);
-            Data.instance.RegisterSound(audioSource.name);
-        }
-    }
-
-    void Stop()
-    {
-        audioSource.Stop();
-    }
-
-    void Pause()
-    {
-        audioSource.Pause();
-    }
-}
+using UnityEngine;
+using UnityEngine.Events;
+using System.Collections;
+using System;
+
+[RequireComponent(typeof(AudioSource))]
+[RequireComponent(typeof(Collider))]
+public class SoundManager : MonoBehaviour
+{   
+    public Collider player;
+    public AudioSource audioSource;
+    public Boolean stopOnExit = false;
+    public Boolean pauseOnExit = false;
+    public Boolean startOnEnter = true;
+    public Boolean startAfterAwake = false;
+    public Boolean playOnlyOnce = false;
+    public float startDelay = 0.0f;
+    public float stopDelay = 0.0f;
+
+    Boolean never_played_before = true;
+    // Start is called before the first frame update
+    void Awake()
+    {
+        // If the audioSource is not set, use the Component of this element
+        if (audioSource == null)
+        {
+            audioSource = GetComponent<AudioSource>();
+             Debug.LogFormat("[{0}] Audio Source was not specified, so use the one placed on {1}", this.gameObject.name);
+        }
+        audioSource.playOnAwake = false;
+        audioSource.Stop();
+        if (startAfterAwake)
+        {
+            Invoke("Play", startDelay);
+        }
+    }
+
+    void OnTriggerEnter(Collider other)
+    {
+        if (startOnEnter && other.gameObject.name == player.gameObject.name)
+        {
+            // Start sound only if we want to "restart on enter"
+            // Otherwise only start it, if it isn't playing already
+            if (never_played_before || !audioSource.isPlaying) 
+            {
+                Invoke("Play", startDelay);
+                Debug.LogFormat("[{0}] Started playing sound {1} with a delay of {2} seconds because of collision with {3}", this.gameObject.name, audioSource.clip.name, startDelay, other.gameObject.name);
+            }
+        }
+        else if (!startOnEnter)
+        {
+            Debug.LogFormat("[{0}] Collided with {1} but didn't trigger sound because it wasnt {2}", this.gameObject.name, other.gameObject.name, player.gameObject.name);
+        }
+    }
+
+    void OnTriggerExit(Collider other)
+    {
+        if (stopOnExit && other.gameObject.name == player.gameObject.name)
+        {
+            Invoke("Stop", stopDelay);
+            Debug.LogFormat("[{0}] Stopped sound {1} with a delay of {2} seconds because {3} exited collider", this.gameObject.name, audioSource.clip.name, stopDelay, other.gameObject.name);
+        }
+        else if (pauseOnExit && other.gameObject.name == player.gameObject.name)
+        {
+            Invoke("Pause", stopDelay);
+            Debug.LogFormat("[{0}] Paused sound {1} with a delay of {2} seconds because {3} exited collider", this.gameObject.name, audioSource.clip.name,stopDelay, other.gameObject.name);
+        }
+    }
+
+    void Play()
+    {
+        if (playOnlyOnce) {
+            if (!Data.instance.PlayedSound(audioSource.name)) {
+                audioSource.Play();
+                never_played_before = false;
+                Data.instance.RegisterSound(audioSource.name);
+            }else { Debug.LogFormat("[{0}] Didn't play sound again: {1}", this.gameObject.name, audioSource.clip.name); }
+        }else{
+            audioSource.Play();
+            never_played_before = false;
+            Debug.LogFormat("[{0}] Registered as Started: {1}", this.gameObject.name, audioSource.name);
+            Data.instance.RegisterSound(audioSource.name);
+        }
+    }
+
+    void Stop()
+    {
+        audioSource.Stop();
+    }
+
+    void Pause()
+    {
+        audioSource.Pause();
+    }
+}
diff --git a/Assets/VRCollider.cs b/Assets/VRCollider.cs
index 6abd4a6d56be34333e753ed2073930b15aa67937..5437ca6b49b50136a907324bca6f881ba373433d 100644
--- a/Assets/VRCollider.cs
+++ b/Assets/VRCollider.cs
@@ -1,3 +1,8 @@
+using UnityEngine;
+using UnityEngine.Events;
+using System.Collections;
+using System;
+
 [RequireComponent(typeof(Rigidbody))]
 [RequireComponent(typeof(Collider))]
 public class VRCollider : MonoBehaviour
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index 40917b058da46ff0f4816cb68f7a6192028b3aad..d26e8630384bf46ff853214e8c4a3a48a284320c 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -1,11 +1,11 @@
-%YAML 1.1
-%TAG !u! tag:unity3d.com,2011:
---- !u!1045 &1
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-    path: Assets/Scenes/SampleScene.unity
-    guid: 9fc0d4010bbf28b4594072e72b8655ab
-  m_configObjects: {}
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!1045 &1
+EditorBuildSettings:
+  m_ObjectHideFlags: 0
+  serializedVersion: 2
+  m_Scenes:
+  - enabled: 1
+    path: Assets/Scenes/SampleScene.unity
+    guid: 9fc0d4010bbf28b4594072e72b8655ab
+  m_configObjects: {}
diff --git a/README.md b/README.md
index eee537720f9fe4c3bf95b6baf04f00994e4601fc..f02c2e816f8b1e41aba71aa53118ac9e5b04406a 100644
--- a/README.md
+++ b/README.md
@@ -1,43 +1,43 @@
-# SoundManager
-
-Allows dynamic playback, resuming and triggering of sounds with Trigger Volumes. In conjunction with `Data.cs` this allows playback to be stored across multiple scenes (e.g. when you come back to the first scene and already heard something, it won't start playing again)
-
-All scripts are located in the `Assets`-folder
-
-
-## For a Scene setup follow these steps 
-
-1. Add the Script `Data.cs` to an empty object in your scene that is called `Data` and enter the current Scene's name in the Data-Components field `Current Scene`
-2. Add the Script `SoundManager.cs` onto any object that has a collider on it. 
-3. Set the collider to `Is Trigger`, this Trigger will now be automatically used by all the `SoundManager`-Components on this object.
-4. Select the object with the player collider on it in the `SoundManager`-Component's settings (`Player`). This is needed so random collisions won't trigger the sound
-5. Add a `Sound Source` component onto the trigger (or any other object in the Scene) and deactivate `Play On Awake` if this is not what you want.
-6.  Select the `Sound Source` in the `SoundManager`-Component's settings. 
-
-## If you are using VR (Oculus OVRCameraRig)
-
-Adding a working Collider to a `OVRCameraRig` that works for room scale VR is not totally straightforward. However this can be solved by adding a `Capsule` to the one object that follows the tracked headset: `CenterEyeAnchor`.
-
-So the steps here are:
-
-1. Create a `Capsule` drag it onto the `CentereEyeAnchor` (so it is parented to `CenterEyeAnchor`). If you cannot find this object, unfold the hierarchy, it should be at `OVRCameraRig > TrackingSpace > CenterEyeAnchor`
-2. Scale the capsule appropriately (the y axis is okay, x and z need to be scaled down)
-3. Import the Script `VRCollider.cs` and drag it onto the capsule: This script sets up a few needed components and removes the rotations that would be added to the Capsule by the parent when looking up/down or tilting the head.
-4. Select the `Capsule`-Object in the `SoundManager`-Script 
-
-## Settings explained
-
-| Setting             | Explaination                                                 |
-| ------------------- | ------------------------------------------------------------ |
-| `Player`            | The object that should be allowed to trigger the sounds. Needs to have a Trigger-Collider on it |
-| `Audio Source`      | A `Audio Source`-Component that will be triggered by the collision. Can be any other object. If you want to trigger multiple sounds at once, add multiple `SoundManager`-Scripts |
-| `Stop On Exit`      | Stop the sound and rewind to start when the player no longer collides with the Trigger |
-| `Pause on Exit`     | Pause the sound when the player no longer collides with the Trigger (and resume playback once the player enters again unless `Play Only Once` is active) |
-| `Start On Enter`    | Start the sound when the player enters the Trigger           |
-| `Start after Awake` | Start the sound after the Scene is loaded (with a delay you can set yourself) |
-| `Play Only Once`    | Don't play the sound again after it has once been started    |
-| `Start Delay`       | Wait for this many seconds before the sound is started (either by collision or by Awake) |
-| `Stop Delay`        | Continue playing the sound for this many seconds after the player left the trigger |
-
-If you want to loop the sound, add spatial effects or similar things, use the settings on the Audio Source
-
+# SoundManager
+
+Allows dynamic playback, resuming and triggering of sounds with Trigger Volumes. In conjunction with `Data.cs` this allows playback to be stored across multiple scenes (e.g. when you come back to the first scene and already heard something, it won't start playing again)
+
+All scripts are located in the `Assets`-folder
+
+
+## For a Scene setup follow these steps 
+
+1. Add the Script `Data.cs` to an empty object in your scene that is called `Data` and enter the current Scene's name in the Data-Components field `Current Scene`
+2. Add the Script `SoundManager.cs` onto any object that has a collider on it. 
+3. Set the collider to `Is Trigger`, this Trigger will now be automatically used by all the `SoundManager`-Components on this object.
+4. Select the object with the player collider on it in the `SoundManager`-Component's settings (`Player`). This is needed so random collisions won't trigger the sound
+5. Add a `Sound Source` component onto the trigger (or any other object in the Scene) and deactivate `Play On Awake` if this is not what you want.
+6.  Select the `Sound Source` in the `SoundManager`-Component's settings. 
+
+## If you are using VR (Oculus OVRCameraRig)
+
+Adding a working Collider to a `OVRCameraRig` that works for room scale VR is not totally straightforward. However this can be solved by adding a `Capsule` to the one object that follows the tracked headset: `CenterEyeAnchor`.
+
+So the steps here are:
+
+1. Create a `Capsule` drag it onto the `CentereEyeAnchor` (so it is parented to `CenterEyeAnchor`). If you cannot find this object, unfold the hierarchy, it should be at `OVRCameraRig > TrackingSpace > CenterEyeAnchor`
+2. Scale the capsule appropriately (the y axis is okay, x and z need to be scaled down)
+3. Import the Script `VRCollider.cs` and drag it onto the capsule: This script sets up a few needed components and removes the rotations that would be added to the Capsule by the parent when looking up/down or tilting the head.
+4. Select the `Capsule`-Object in the `SoundManager`-Script 
+
+## Settings explained
+
+| Setting             | Explaination                                                 |
+| ------------------- | ------------------------------------------------------------ |
+| `Player`            | The object that should be allowed to trigger the sounds. Needs to have a Trigger-Collider on it |
+| `Audio Source`      | A `Audio Source`-Component that will be triggered by the collision. Can be any other object. If you want to trigger multiple sounds at once, add multiple `SoundManager`-Scripts |
+| `Stop On Exit`      | Stop the sound and rewind to start when the player no longer collides with the Trigger |
+| `Pause on Exit`     | Pause the sound when the player no longer collides with the Trigger (and resume playback once the player enters again unless `Play Only Once` is active) |
+| `Start On Enter`    | Start the sound when the player enters the Trigger           |
+| `Start after Awake` | Start the sound after the Scene is loaded (with a delay you can set yourself) |
+| `Play Only Once`    | Don't play the sound again after it has once been started    |
+| `Start Delay`       | Wait for this many seconds before the sound is started (either by collision or by Awake) |
+| `Stop Delay`        | Continue playing the sound for this many seconds after the player left the trigger |
+
+If you want to loop the sound, add spatial effects or similar things, use the settings on the Audio Source
+