public bool CheckHit()
    {
        successfulHit = false;

        //Left hand raycasting
        if (leftHand.isActiveAndEnabled == true)
        {
            //Raycast from left hand and check for a hit
            hit = leftHand.GetComponent <GetLeapFingers>().RaycastFromPalm(rayCastDistance, Utility.Handedness.Left, out palmIsDownLeft, out rayIsEmpty);
            //hit = leftHand.GetComponent<GetLeapFingers>().RaycastFromFinger(rayCastDistance, out rayIsEmpty);

            //Check that a valid raycast was returned
            if (rayIsEmpty != true)
            {
                //Check for valid collision
                if (hit.collider != null)
                {
                    //Debug.Log("Left hand raycast hit.");
                    CollisionObjectLeft = hit.collider.gameObject;
                    HitDistanceLeft     = hit.distance;
                    //return true;
                    successfulHit = true;
                }
            }
        }


        //Right hand raycasting
        if (rightHand.isActiveAndEnabled == true)
        {
            //Raycast from left hand and check for a hit
            hit = rightHand.GetComponent <GetLeapFingers>().RaycastFromPalm(rayCastDistance, Utility.Handedness.Right, out palmIsDownRight, out rayIsEmpty);
            //hit = rightHand.GetComponent<GetLeapFingers>().RaycastFromFinger(rayCastDistance, out rayIsEmpty);

            //Check that a valid raycast was returned
            if (rayIsEmpty != true)
            {
                //Check for valid collision
                if (hit.collider != null)
                {
                    //Debug.Log("Right hand raycast hit.");
                    CollisionObjectRight = hit.collider.gameObject;
                    HitDistanceRight     = hit.distance;
                    //return true;
                    successfulHit = true;
                }
            }
        }

        return(successfulHit);
    }