public IEnumerator ImportFaceMeshData(MeshDataContainer data)
    {
        yield return(new WaitForEndOfFrame());

        int totalFrames = data.meshDataList.Count;
        int totalInputs = data.meshDataList[25].pos.Count;
        //int totalInputs = data.meshDataList[25].pos.Length;
        int maxValue = 1;

        for (int graph = 0; graph < totalInputs; graph++)
        {
            List <Vector2> GraphData = new List <Vector2>();
            for (int frame = 0; frame < data.meshDataList.Count; frame++)
            {
                Vector3 tmp = new Vector3((float)data.meshDataList[frame].pos[graph].x, (float)data.meshDataList[frame].pos[graph].y, (float)data.meshDataList[frame].pos[graph].z);
                float   mag = tmp.sqrMagnitude * 100;

                var offsetFrame  = (int)(frame - (totalFrames / 2));
                var offsetVector = mag - (0.65f);
                GraphData.Add(new Vector2(offsetFrame, offsetVector));
            }


            LineRendererHUD lineRenderer = GenerateGraph();
            lineRenderer.points    = GraphData;
            lineRenderer.thickness = 5;
            //grid size = x = frame amout, y max value
            lineRenderer.gridSize = new Vector2Int(totalFrames, maxValue);
            lineRenderer.color    = new Color(1, 0, 0, 0.15f);
        }
    }
    public LineRendererHUD GenerateGraph()
    {
        GameObject graph = new GameObject("graph");

        graph.AddComponent <CanvasRenderer>();
        LineRendererHUD lineRenderer = graph.AddComponent <LineRendererHUD>();

        //lower left corner
        RectTransform rectTransform = graph.GetComponent <RectTransform>();

        //skretched mode
        rectTransform.anchorMin = new Vector2(0, 0);
        rectTransform.anchorMax = new Vector2(1, 1);
        rectTransform.pivot     = new Vector2(0.5f, 0.5f);

        rectTransform.sizeDelta = new Vector2(0, 0);
        rectTransform.position  = new Vector2(0, 0);

        graph.transform.SetParent(this.gameObject.transform, false);

        return(lineRenderer);
    }