public override bool SelectionInteractionStarted()
 {
     /* We need to check if the cursor is over the target here because Unity Engine seems to process
      * the ExitedTarget step only after passing through here. That would trigger a 'missed target' when
      * moving the cursor out of the target in the exact time that the dwell time would be completed. */
     if (!selectionStarted && (timeEnteredLastTarget > 0) && cursor.IsOverTarget(lastTarget))
     {
         selectionStarted = true;
         return(true);
     }
     else
     {
         return(false);
     }
 }