void LateUpdate() { ray = new Ray(transform.position, Vector3.forward); if (m_tempCol.Raycast(ray, out hitInfo, 10)) { fWidth = m_tempRend.bounds.extents.x * 2f; fRadius = (GetRadius() * m_FluidSimulator.GetWidth()) / fWidth; m_FluidSimulator.AddObstacleCircle(hitInfo.textureCoord, fRadius, false); } }