// Update is called once per frame
 void Update()
 {
     position = headSet.centerEyeAnchor.position;
     if (position.y < minSquat && isActive && playerIsSquatted != true)
     {
         ExecutePose("crouch");
         playerIsSquatted = true;
     }
     else
     {
         if (position.y > minSquat && isActive && playerIsSquatted == true)
         {
             ExecutePose("init");
             playerIsSquatted = false;
         }
     }
     status   = bodyPoseActionClient.GetStatusString();
     feedback = bodyPoseActionClient.GetFeedbackString();
     result   = bodyPoseActionClient.GetResultString();
 }
 // Update is called once per frame
 void Update()
 {
     status   = bodyPoseActionClient.GetStatusString();
     feedback = bodyPoseActionClient.GetFeedbackString();
     result   = bodyPoseActionClient.GetResultString();
 }