/// <summary>
        /// Start
        /// Unity Standard Method. Use to initialize the gameloop components.
        /// </summary>
        private void Start()
        {
            recognizer = GameObject.FindObjectOfType <KinectOverlay.RecognizeGesture>();
            if (recognizer != null)
            {
                if (gesturesToCheck != null)
                {
                    numberOfSuccessPerGesture = new int[gesturesToCheck.Count];
                }

                if (gestureComparisonUI != null)
                {
                    if (gesturesToCheck != null)
                    {
                        gestureComparisonUI.UpdateExpectedGestureText(gesturesToCheck[0]);
                    }
                    else
                    {
                        gestureComparisonUI.UpdateExpectedGestureText(GesturesForDemo.NONE);
                    }
                }

                trialsPerGesture  = Mathf.Max(1, trialsPerGesture);
                currentTrial      = 0;
                processingGesture = false;
            }
            else
            {
                Debug.LogError("Error, no RecognizeGesture component can be found. Recognition can't be done without it.");
            }
        }
        /// <summary>
        /// Start
        /// Unity Standard Method. Use to initialize the gameloop components.
        /// </summary>
        void Start()
        {
            recognizer = GameObject.FindObjectOfType <KinectOverlay.RecognizeGesture>();


            if (recognizer != null)
            {
                processingGesture     = false;
                lastRecognizedGesture = GesturesForDemo.NONE;
                if (recognitionUI != null)
                {
                    recognitionUI.UpdateRecognizedGesture(GesturesForDemo.NONE);
                }
            }
            else
            {
                Debug.LogError("Error, no RecognizeGesture component can be found. Recognition can't be done without it.");
            }
        }