public IKnotState Update() { int ind1 = KnotStateChoose1.FindClosestPoint(this.data.oculusTouch, this.data.points); var chosenPoints = new List <Vector3>() { this.data.points[ind1] }; Mesh pointMesh = MakeMesh.GetMeshAtPoints(chosenPoints, this.data.radius * 3); Graphics.DrawMesh(this.knotMesh, Vector3.zero, Quaternion.identity, this.data.curveMaterial, 0); Graphics.DrawMesh(pointMesh, Vector3.zero, Quaternion.identity, this.data.pointMaterial, 0); if (this.data.oculusTouch.GetButtonDown(this.data.buttonA)) { return(new KnotStateChoose2(this.data, ind1)); } else if (this.data.oculusTouch.GetButtonDown(this.data.buttonB)) { return(new KnotStateBase(this.data)); } return(null); }