private void OnTriggerEnter(Collider collider)
        {
            // check if collision object has fingerTip component...
            Collider_FingerTip fingerTip = collider.gameObject.GetComponent <Collider_FingerTip>();

            // if so, check fingerTip name...
            if (fingerTip != null)
            {
                switch (fingerTip.NameOfFinger)
                {
                case Collider_FingerTip.FingerName.Index:
                    _areFingersClosed[0] = true;
                    break;

                case Collider_FingerTip.FingerName.Middle:
                    _areFingersClosed[1] = true;
                    break;

                case Collider_FingerTip.FingerName.Ring:
                    _areFingersClosed[2] = true;
                    break;

                case Collider_FingerTip.FingerName.Pinky:
                    _areFingersClosed[3] = true;
                    break;

                case Collider_FingerTip.FingerName.Thumb:
                    _areFingersClosed[4] = true;
                    break;
                }
            }

            if (_fingerStates == FingerStates.Closed && _isButtonPressed == false)
            {
                // start the timer for finger release
                StartCoroutine(delayButton());
            }
        }
        private void OnTriggerExit(Collider collider)
        {
            // check if collision object has fingerTip component...
            Collider_FingerTip fingerTip = collider.gameObject.GetComponent <Collider_FingerTip>();

            // if so, check fingerTip name...
            if (fingerTip != null)
            {
                switch (fingerTip.NameOfFinger)
                {
                case Collider_FingerTip.FingerName.Index:
                    _areFingersClosed[0] = false;
                    break;

                case Collider_FingerTip.FingerName.Middle:
                    _areFingersClosed[1] = false;
                    break;

                case Collider_FingerTip.FingerName.Ring:
                    _areFingersClosed[2] = false;
                    break;

                case Collider_FingerTip.FingerName.Pinky:
                    _areFingersClosed[3] = false;
                    break;

                case Collider_FingerTip.FingerName.Thumb:
                    _areFingersClosed[4] = false;
                    break;
                }
            }

            if (_fingerStates == FingerStates.Open && _isButtonPressed)
            {
                // toggle menu
                //	Debug.Log("Toggling Menu");
            }
        }