// Handle unit selection
    private void leftClick()
    {
        if (SelectedUnitGroup != null)
        {
            SelectedUnitGroup.SendMessage("OnUnselected", SendMessageOptions.DontRequireReceiver);
            SelectedUnitGroup = null;
        }
        // Cast ray to see if object hit is selectable
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit))
        {
            if (hit.transform.gameObject.tag.Contains(vars.selectable_tag) &&
                hit.transform.gameObject.tag.Contains(vars.friendly_tag))
            {
                // Send OnSelected signal to Unit / Unitgroup
                hit.transform.gameObject.SendMessage("OnSelected", SendMessageOptions.DontRequireReceiver);

                // Add unit group to selected group
                if (hit.transform.gameObject.tag.Contains(vars.unitgroup_tag))
                {
                    SelectedUnitGroup = hit.transform.gameObject.GetComponent <UnitGroupFriendlyScript>();
                }
                else                 // Add unit's group
                {
                    SelectedUnitGroup = (UnitGroupFriendlyScript)hit.transform.gameObject.GetComponent <UnitScript>().unitGroupScript;
                }
            }
        }
    }
    // Handle unit selection
    private void leftClick()
    {
        if (SelectedUnitGroup != null)
        {
            SelectedUnitGroup.SendMessage("OnUnselected", SendMessageOptions.DontRequireReceiver);
            SelectedUnitGroup = null;
        }
        // Cast ray to see if object hit is selectable
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit))
        {
            if (hit.transform.gameObject.tag.Contains(vars.selectable_tag) &&
                hit.transform.gameObject.tag.Contains(vars.friendly_tag))
            {
                // Send OnSelected signal to Unit / Unitgroup
                hit.transform.gameObject.SendMessage("OnSelected", SendMessageOptions.DontRequireReceiver);

                // Add unit group to selected group
                if (hit.transform.gameObject.tag.Contains(vars.unitgroup_tag))
                {
                    SelectedUnitGroup = hit.transform.gameObject.GetComponent<UnitGroupFriendlyScript>();
                }
                else // Add unit's group
                {
                    SelectedUnitGroup = (UnitGroupFriendlyScript)hit.transform.gameObject.GetComponent<UnitScript>().unitGroupScript;
                }
            }
        }
    }