private Vector3 FindEndPoint()
    {
        RaycastHit hit;
        Ray        ray = new Ray(transform.position, Vector3.down);

        Physics.Raycast(ray, out hit, 2.0f);
        Vector3 endPoint = hit.collider ? hit.point : ray.GetPoint(2.0f);

        Debug.Log("end point is " + hit.collider.gameObject.name);

        if (hit.collider.gameObject.GetComponent <LiquidSize>())
        {
            hit.collider.gameObject.GetComponent <LiquidSize>().StartResizeCoroutine();
            prevHit = hit.collider.gameObject.GetComponent <LiquidSize>();
        }
        else
        {
            if (prevHit != null)
            {
                Debug.Log("prev hit not null");
                prevHit.StopResizeCoroutine();
                prevHit = null;
            }
        }

        return(endPoint);
    }