unity3d做ar时,怎样使模型动作在识别图后开始触发?

想要实现功能:扫描到识别图后显示模型的同时开始触发动作,移走识别图后暂停动作,再次识别后继续从上次暂停的地方开始动作?
多谢各位了!!!

https://blog.csdn.net/dzyi_/article/details/51730626

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Vuforia;

public class aa : MonoBehaviour, ITrackableEventHandler
{
    protected TrackableBehaviour mTrackableBehaviour;
    GameObject gt;
    public float force = 10.0f;
    // Start is called before the first frame update
    void Start()
    {
        mTrackableBehaviour = GetComponent<TrackableBehaviour>();
        if (mTrackableBehaviour)
            mTrackableBehaviour.RegisterTrackableEventHandler(this);
        gt = GameObject.Find("hangtiancang");
    }

    // Update is called once per frame
    void Update()
    {

            if (mTrackableBehaviour.CurrentStatus == TrackableBehaviour.Status.DETECTED ||
                mTrackableBehaviour.CurrentStatus == TrackableBehaviour.Status.TRACKED ||
                mTrackableBehaviour.CurrentStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
            {
                Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found");
                OnTrackingFound();//图在就向上发射
            }
            else
            {
                // For combo of previousStatus=UNKNOWN + newStatus=UNKNOWN|NOT_FOUND
                // Vuforia is starting, but tracking has not been lost or found yet
                // Call OnTrackingLost() to hide the augmentations


                OnTrackingLost();//图不在就在当前位置继续运动

            }
    }
    protected virtual void OnTrackingFound()//图  在  屏幕上
    {
        gt.SetActive(true);
        gt.GetComponent<Rigidbody>().isKinematic = false;
        gt.GetComponent<Rigidbody>().AddForce(Vector3.up * force, ForceMode.Force);
    }
    protected virtual void OnTrackingLost()//图  不在  屏幕上
    {
        gt.GetComponent<Rigidbody>().isKinematic = true;
        gt.SetActive(false);
    }
    public void OnTrackableStateChanged(
        TrackableBehaviour.Status previousStatus,
        TrackableBehaviour.Status newStatus)
    {

    }
}