//
    private void Clear()
    {
        var e = items.GetEnumerator();

        while (e.MoveNext())
        {
            HighlighterItem hi = e.Current;
            hi.Hide();
        }
        items.Clear();
    }
    // After all movement finishes
    void LateUpdate()
    {
        Clear();

        // Collect HighlightableItem components in radius and reveal them
        Collider[] colliders = Physics.OverlapSphere(tr.position, radius, layerMask);
        for (int i = 0, l = colliders.Length; i < l; i++)
        {
            HighlighterItem hi = colliders[i].GetComponentInParent <HighlighterItem>();
            if (hi != null && !items.Contains(hi))
            {
                hi.Reveal();
                items.Add(hi);
            }
        }
    }