private void UpdatePlacementIndicator()
    {
        if (_placementPoseIsValid)
        {
            CanvasSearching.SetActive(false);
            //CanvasGamePlay.SetActive(false);
            //CanvasCarSelection.SetActive(false);
            CanvasFound.SetActive(true);

            PlacementIndicator.SetActive(true);
            PlacementIndicator.transform.SetPositionAndRotation(_placementPose.position, _placementPose.rotation);

            //you can use the touch position as the creation position, but i will use the center pose :)
            if (TryGetTouchPosition(out Vector2 touchPosition))
            {
                _isTrackingStarted = true;

                //disable main searching canvases and indicator, and show game play canvas
                CanvasSearching.SetActive(false);
                CanvasFound.SetActive(false);
                //CanvasGamePlay.SetActive(true);

                PlacementIndicator.SetActive(false);

                //show plane and car
                FloorController.SetPositionAndShow(_placementPose.position); //show floor

                Car.transform.position = new Vector3(_placementPose.position.x,
                                                     _placementPose.position.y + 0.015f, //because our car pivot is a little bit above :)
                                                     _placementPose.position.z);
                Car.SetActive(true);

                //_arSessionOrigin.MakeContentAppearAt(InputController.GetActiveVehicle().transform,
                //  InputController.GetActiveVehicle().transform.position);
                //ScaleSlider.value = 0.1f; //to make car a little smaller
            }
        }
        else
        {
            CanvasSearching.SetActive(true);
            CanvasFound.SetActive(false);
            //CanvasGamePlay.SetActive(false);

            PlacementIndicator.SetActive(false);
        }
    }