My vr game has a car and i want to get the continuous move thats on it enabled and diabled i have a script for that but i do not have a reference.

As you can see by the title i have a little problem.
So this is the car script and at the dots there should be a reference.

public class Drive : MonoBehaviour
{
    [SerializeField] PlayerInCar playerInCar;
    [SerializeField] GameObject myTextObject;
   // [SerializeField] .... continuousMove;
    
    private TextMesh myTextMesh;


    [SerializeField] Transform driverPos;
    [SerializeField] bool carInUse;
    [SerializeField] Collider carCollider;
    [SerializeField] Vector3 moveInPosition;
    [SerializeField] Transform rotation;
    private List<InputDevice> leftHands;

    void Start()
    {
        Debug.Log(playerInCar.HelloWorld());
        //var ContinuousMove = this.GetComponent <ActionBasedContinuousMoveProvider> ();
        //Debug.Log(ContinuousMove);
        myTextMesh = myTextObject.GetComponent<TextMesh>();
    }

void Update()
    {
      

        if (carInUse == false)
        {
            //disable ContinuousMove
            //ContinuousMove.SetActive(false);
        }
        else
        {
            //enable ContinuousMove
            //ContinuousMove.SetActive(true);
        }
    }
    private void OnCollisionEnter(Collision collision)
    {
        GameObject hitObject = collision.gameObject;
        //als speler auto raakt gaat hij erin
        Debug.Log("Object Hit:" + hitObject.name);
        if(hitObject.name=="Player")
        {
            Debug.Log("Yes, I am the player");
            carInUse = true;
        }
            

    }
    private void GetHands()
    {
        InputDevices.GetDevicesAtXRNode(XRNode.LeftHand, leftHands);
    }

    private void Locomotion()
    {
        if (leftHands.Count == 0)
            return;

        if (!leftHands[0].isValid)
            return;

        Vector2 movementVector;
        if (leftHands[0].TryGetFeatureValue(CommonUsages.primary2DAxis, out movementVector))
        {
            // Shows that value is always zero
            myTextMesh.text = ($"Left Joystick Values: {movementVector}");

            if (Mathf.Abs(movementVector.x) >= 0.2f || Mathf.Abs(movementVector.y) >= 0.2f)
            {
                //(movementVector);
            }
        }
    }


}

I think the problem is on the other script thats right here.

namespace UnityEngine.XR.Interaction.Toolkit
{
    /// <summary>
    /// Locomotion provider that allows the user to smoothly move their rig continuously over time
    /// using a specified input action.
    /// </summary>
    /// <seealso cref="LocomotionProvider"/>
    [AddComponentMenu("XR/Locomotion/Continuous Move Provider (Action-based)", 11)]
    [HelpURL(XRHelpURLConstants.k_ActionBasedContinuousMoveProvider)]
    public class ActionBasedContinuousMoveProvider : ContinuousMoveProviderBase
    {
        [SerializeField]
        [Tooltip("The Input System Action that will be used to read Move data from the left hand controller. Must be a Value Vector2 Control.")]
        InputActionProperty m_LeftHandMoveAction;
        /// <summary>
        /// The Input System Action that Unity uses to read Move data from the left hand controller. Must be a <see cref="InputActionType.Value"/> <see cref="Vector2Control"/> Control.
        /// </summary>
        public InputActionProperty leftHandMoveAction
        {
            get => m_LeftHandMoveAction;
            set => SetInputActionProperty(ref m_LeftHandMoveAction, value);
        }

        [SerializeField]
        [Tooltip("The Input System Action that will be used to read Move data from the right hand controller. Must be a Value Vector2 Control.")]
        InputActionProperty m_RightHandMoveAction;
        /// <summary>
        /// The Input System Action that Unity uses to read Move data from the right hand controller. Must be a <see cref="InputActionType.Value"/> <see cref="Vector2Control"/> Control.
        /// </summary>
        public InputActionProperty rightHandMoveAction
        {
            get => m_RightHandMoveAction;
            set => SetInputActionProperty(ref m_RightHandMoveAction, value);
        }

        /// <summary>
        /// See <see cref="MonoBehaviour"/>.
        /// </summary>
        protected void OnEnable()
        {
            m_LeftHandMoveAction.EnableDirectAction();
            m_RightHandMoveAction.EnableDirectAction();
        }

        /// <summary>
        /// See <see cref="MonoBehaviour"/>.
        /// </summary>
        protected void OnDisable()
        {
            m_LeftHandMoveAction.DisableDirectAction();
            m_RightHandMoveAction.DisableDirectAction();
        }

        /// <inheritdoc />
        protected override Vector2 ReadInput()
        {
            var leftHandValue = m_LeftHandMoveAction.action?.ReadValue<Vector2>() ?? Vector2.zero;
            var rightHandValue = m_RightHandMoveAction.action?.ReadValue<Vector2>() ?? Vector2.zero;

            return leftHandValue + rightHandValue;
        }

        void SetInputActionProperty(ref InputActionProperty property, InputActionProperty value)
        {
            if (Application.isPlaying)
                property.DisableDirectAction();

            property = value;

            if (Application.isPlaying && isActiveAndEnabled)
                property.EnableDirectAction();
        }
    }
}

maybe because it has namespace?

thanks if you help or maybe have a suggestion.(:

Do you want something like

ActionBasedContinuousMoveProvider continuousMove;

if so you need to add

using UnityEngine.XR;

at the top of your script, or something like that