//Building elements (farmlands,waterwells,etc.) #region Building void ShowBuildingObject() { if (objToShow != null && mode == "build") { Vector3 current = pointer.SnapPosition(pointer.GetWorldPoint()); current.y = 0f + (objToBuild.transform.localScale.y / 2); objToShow.transform.position = current; if (ableToBuild > 0) { objToShow.GetComponent <Renderer>().material = cancelMat; } else if (ableToBuild <= 0) { objToShow.GetComponent <Renderer>().material = buildingMat; } } }