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();
     }
 }