public override void UpdateComponent()
        {
            WindowsMRDevice.SensorState controllerState = WindowsMRDevice.GetControllerState(isLeft);

            if (!controllerState.tracked)
            {
                status = Status.Present;
                return;
            }

            transform.position = trackerTransform.TransformPoint(controllerState.position);
            transform.rotation = trackerTransform.rotation * controllerState.rotation;

            positionConfidence = controllerState.positionConfidence;
            rotationConfidence = controllerState.rotationConfidence;

            status = Status.Tracking;
            gameObject.SetActive(true);

            UpdateInput();
        }
        public override void UpdateComponent()
        {
            WindowsMRDevice.SensorState hmdState = WindowsMRDevice.GetHmdState();

            if (!hmdState.tracked)
            {
                status = Status.Present;
                return;
            }

            transform.position = trackerTransform.TransformPoint(hmdState.position);
            transform.rotation = trackerTransform.rotation * hmdState.rotation;

            positionConfidence = hmdState.positionConfidence;
            rotationConfidence = hmdState.rotationConfidence;

            status = Status.Tracking;
            gameObject.SetActive(true);

            FuseWithUnityCamera();
        }