// ---------------------------------------------------------------------------
            // Create a New Grid in the Hierarchy from the Grid Prefab
            // ---------------------------------------------------------------------------
            static void CreateNewGrid()
            {
                // Create new Grid GameObject
                gridGameObject = GameObject.CreatePrimitive(PrimitiveType.Plane);
                gridGameObject.transform.position = new Vector3(0f, 0f, 0f);
                gridGameObject.name  = Const.Grid.defaultName;
                gridGameObject.layer = Const.Grid.gridLayer;

                // Configure Grid GameObject MeshRenderer
                MeshRenderer gridMeshRenderer = gridGameObject.GetComponent <MeshRenderer>();

                gridMeshRenderer.lightProbeUsage      = UnityEngine.Rendering.LightProbeUsage.Off;
                gridMeshRenderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
                gridMeshRenderer.shadowCastingMode    = UnityEngine.Rendering.ShadowCastingMode.Off;
                gridMeshRenderer.receiveShadows       = false;

                // Configure Grid GameObject Material
                if (gridMaterial == null)
                {
                    gridMaterial = LoadingHelper.GetGridMaterial();
                }
                gridMaterial.SetColor("_Color", Settings.Data.gui.grid.tintColor);
                gridMeshRenderer.material = gridMaterial;

                // Add MAST_Grid_Component script to grid and pass grid preferences to it
                UpdateGridSettings();

                // Return the grid to its last saved height
                MoveGridToNewHeight();

                // Hide the grid in the hierarchy
                gridGameObject.hideFlags = HideFlags.HideInHierarchy;
            }