private void VSListSet() // Create VerticesSet for all vertices and store in VSList. There seems to be no problem here.
        {
            List <int> counter = new List <int>();

            for (int x = 0; x < AllVertices.Length; x++)
            {
                counter.Add(x);
            }
            for (int x = 0; 0 < counter.Count; x = counter[0])
            {
                List <int> c  = new List <int>();
                var        vs = new VerticesSet
                {
                    vec  = AllVertices[x],
                    nums = new List <int>()
                };
                for (int y = 0; y < counter.Count; y++)
                {
                    if (AllVertices[x] == AllVertices[counter[y]])
                    {
                        c.Add(counter[y]);
                        vs.nums.Add(counter[y]);
                    }
                }
                for (int z = 0; z < c.Count; z++)
                {
                    counter.Remove(c[z]);
                }
                VSList.Add(vs);
                if (counter.Count == 0)
                {
                    break;
                }
            }
        }
        void Update()
        {
            if (Input.GetMouseButtonDown(0))
            {
                nearestVS = SelectNearestVertice();
            }

            if (Input.GetMouseButton(0))
            {
                Ray        mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit      = new RaycastHit();
                if (Physics.Raycast(mouseRay, out hit))
                {
                    Vector3 hitPoint = hit.point;// Intersection coordinates of black wall and mouseRay
                    nearestVS.vec = hitPoint;
                    for (int x = 0; x < nearestVS.nums.Count; x++)
                    {
                        AllVertices[nearestVS.nums[x]] = hitPoint;
                    }
                    MF.mesh.vertices     = AllVertices;
                    p.transform.position = hitPoint;
                    Debug.Log(hitPoint);
                    Debug.Log(nearestVS.vec);
                    Debug.Log(AllVertices[nearestVS.nums[0]]);
                }
            }
        }