// Called at the end of the program initialization
 void Start()
 {
     //print(hand.position);
     state = MenuHandState.Open;
     // Ensure hand interactive is properly configured
     hand.type = AffectType.Virtual;
 }
    // FixedUpdate is not called every graphical frame but rather every physics frame
    void Update()
    {
        /*
         * Ray ray = new Ray(hand.position, Vector3.forward);
         * RaycastHit hit;
         * Debug.Log(hand.position);
         * Debug.Log(hand.position + Vector3.forward * maxRayDistance);
         * Debug.DrawLine(hand.position, hand.position + Vector3.forward * maxRayDistance, Color.red, Time.deltaTime, false);
         *
         * if (Physics.Raycast(ray, out hit, maxRayDistance))
         * {
         *  Debug.Log("you hit");
         * }
         * // If state is open*/
        if (state == MenuHandState.Open)
        {
            // If the hand is touching something
            if (hand.triggerOngoing)
            {
                // Change state to touching
                state = MenuHandState.Touching;
            }
        }

        // If state is touching
        else if (state == MenuHandState.Touching)
        {
            //print("I am touching");
            // If the hand is not touching something
            if (!hand.triggerOngoing)
            {
                // Change state to open
                state = MenuHandState.Open;
            }

            // If the hand is touching something and the button is pressed
            else if (hand.triggerOngoing && button.GetPress())
            {
                // Fetch touched target
                GameObject go = hand.ongoingTriggers[0].gameObject;
                if (go.tag == "Button")
                {
                    go.GetComponent <MeshRenderer>().material = changeMaterial;
                    if (go.name == "Exit")
                    {
                        EditorApplication.isPlaying = false;
                    }
                    else
                    {
                        //go.GetComponent<Material>().mainTexture = texture;
                        GameManager.gameMode = (GameMode)System.Enum.Parse(typeof(GameMode), go.name);
                        //SceneManager.LoadScene(go.name, LoadSceneMode.Single);
                        SceneManager.LoadScene("Mixed", LoadSceneMode.Single);
                    }
                }
            }
        }
    }