private void CreateGround()
    {
        bool[,] res = DrawCircle(spawnPosX, spawnPosZ, 18);
        for (int j = 0; j < mapSize * 2; j++)
        {
            for (int k = 0; k < mapSize * 2; k++)
            {
                if (res[j, k])
                {
                    Transform placedObj = Instantiate(masterGroundTile.GetTransform(), new Vector3((j * distanceScale) + masterGroundTile.XOffset, yOffset,
                                                                                                   (k * distanceScale) + masterGroundTile.ZOffset), Quaternion.identity);
                    placedObj.tag = "Ground";
                    placedObj.SetParent(parent.transform);
                    if (j < mapSize - 1 && k < mapSize - 1)
                    {
                        map[j, k]         = masterGroundTile;
                        isGroundMap[j, k] = true;
                    }
                }
            }
        }

        bool[,] res2 = DrawCircle(spawnPosX, spawnPosZ, 25);
        for (int j = 0; j < mapSize * 2; j++)
        {
            for (int k = 0; k < mapSize * 2; k++)
            {
                if (res2[j, k] && isGroundMap[j, k] == false)
                {
                    Transform placedObj = Instantiate(masterGroundTile.Beach, new Vector3((j * distanceScale) + masterGroundTile.XOffset, yOffset,
                                                                                          (k * distanceScale) + masterGroundTile.ZOffset), Quaternion.identity);
                    placedObj.tag = "Beach";

                    placedObj.SetParent(parent.transform);
                    if (j < mapSize - 1 && k < mapSize - 1)
                    {
                        map[j, k]         = masterGroundTile;
                        isGroundMap[j, k] = false;
                    }

                    /**
                     * START
                     */

                    ////Oriantate towards heightpoint
                    //Vector3 heightPointPosition = new Vector3(75, 10, 75);

                    //float distance = Vector3.Distance(placedObj.transform.position, heightPointPosition);

                    ////Move
                    //float yPosition = heightPointPosition.y - distance / 5.55f;
                    //placedObj.transform.position = Vector3.MoveTowards(placedObj.position, heightPointPosition, 8f);
                    //placedObj.position = new Vector3(placedObj.position.x, yPosition, placedObj.position.z);


                    ////Rotation
                    //Vector3 targetDir = heightPointPosition - placedObj.transform.position;
                    //Vector3 newDir = Vector3.RotateTowards(placedObj.transform.position, targetDir, 3.5f, 0.0f);
                    //Vector3 rotation = Quaternion.LookRotation(newDir, placedObj.up).eulerAngles;

                    //placedObj.eulerAngles = rotation;


                    ////Scale to fill empty space
                    //placedObj.transform.localScale = new Vector3(
                    //    placedObj.transform.localScale.x + (distance * distanceScaleValue.x),
                    //    placedObj.transform.localScale.y + (distance * distanceScaleValue.y),
                    //    placedObj.transform.localScale.z + (distance * distanceScaleValue.z));

                    //float newDistance = Vector3.Distance(placedObj.position, heightPointPosition);

                    //if(newDistance < beachMinDistance)
                    //{
                    //    Destroy(placedObj.gameObject);
                    //}

                    /**
                     * END
                     */
                }
            }
        }
    }