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); }