private float MotionMatch()
    {
        float newTime         = Time.fixedTime;
        float timeClipRunning = newTime - timeSinceLastUpdate;

        AnimatorStateInfo animationInfo = anim.GetCurrentAnimatorStateInfo(0);
        //AnimatorClipInfo[] animationClip = anim.GetCurrentAnimatorClipInfo(0);

        var   currentClip = mocapLoader.getClipAtIndex(currentClipIndex);
        float fn          = 0;

        if (currentClip != null)
        {
            fn = currentClip.length * animationInfo.normalizedTime;
        }

        Debug.Log("last clip ran for " + timeClipRunning + " seconds, ending at frame " + (int)fn);

        currentFrameIndex = (int)fn;

        // skip this pose?
        var        poseMatches     = dbcon.diffIndexMatrix[currentClipIndex];
        List <int> bestPoseMatches = poseMatches.Take(NumPoseMatch).ToList();

        Debug.Log("best pose matches" + string.Join(",", bestPoseMatches));

        // ignore pose cost for now, just match the best trajectory
        var   nextTrajectory     = pathReader.sample(newTime);
        int   bestClipNumber     = 0;
        int   bestFrameNumber    = 0;
        float bestTrajectoryCost = 1000000;

        for (int i = 0; i < bestPoseMatches.Count; i++)
        {
            int poseIndex = bestPoseMatches[i];
            (int clipNumber, int frameNumber) = dbcon.belongsTo[poseIndex];

            // change trajectory matrix later for edge case
            if (frameNumber > dbcon.trajectoryMatrix[clipNumber].Count - 1)
            {
                continue;
            }

            List <Point> trajectory     = dbcon.trajectoryMatrix[clipNumber][frameNumber];
            float        trajectoryCost = pathReader.trajectoryDifference(nextTrajectory, trajectory);

            if (trajectoryCost < bestTrajectoryCost)
            {
                bestTrajectoryCost = trajectoryCost;
                bestClipNumber     = clipNumber;
                bestFrameNumber    = frameNumber;
            }
        }

        currentClipIndex  = bestClipNumber;
        currentFrameIndex = bestFrameNumber;

        return(bestTrajectoryCost);
    }