void Update() { // If the mesh state indicates that it should be initialising, call the associated method // within this frame and then change to the rendering state if (currentMeshState == MeshState.InitialisingMesh) { InitialisePlayback(PlaybackManager.GetNextChunk(), PlaybackManager.FileInfoOpen); SetMeshState(MeshState.RenderingMesh); } else if (currentMeshState == MeshState.RenderingMesh && PlaybackManager.IsPlaying) { // Otherwise, if the recording is playing and the mesh is rendering, check if enough // time has passed to render the next frame CheckForMeshUpdate(); } }