         let colorProperty = MDLMaterialProperty(name: "cylinderColor", semantic: .baseColor, float4: SIMD4<Float>(Float(red), Float(green), Float(blue), Float(alpha)))
         material.setProperty(colorProperty)
 
-         for submesh in mesh.submeshes!  {
-             if let submesh = submesh as? MDLSubmesh {
-                 submesh.material = material
-             }
-         }
-
-         let asset = MDLAsset(bufferAllocator: allocator)
-         asset.add(mesh)
+        for submesh in mesh.submeshes!  {
+            if let submesh = submesh as? MDLSubmesh {
+                submesh.material = material
+            }
+        }
+
+        let asset = MDLAsset(bufferAllocator: allocator)
+        asset.add(mesh)
+        return asset
     }
     public var height: Float = 1
     public var radius: Float = 0.25

        let colorProperty = MDLMaterialProperty(name: "planeColor", semantic: .baseColor, float4: SIMD4<Float>(Float(red), Float(green), Float(blue), Float(alpha)))
        material.setProperty(colorProperty)

         for submesh in mesh.submeshes!  {
             if let submesh = submesh as? MDLSubmesh {
                 submesh.material = material
             }
         }

         let asset = MDLAsset(bufferAllocator: allocator)
         asset.add(mesh)
    }
    public var width: Float = 0.5
    public var height: Float = 0.5

        let colorProperty = MDLMaterialProperty(name: "cylinderColor", semantic: .baseColor, float4: SIMD4<Float>(Float(red), Float(green), Float(blue), Float(alpha)))
        material.setProperty(colorProperty)

        for submesh in mesh.submeshes!  {
            if let submesh = submesh as? MDLSubmesh {
                submesh.material = material
            }
        }

        let asset = MDLAsset(bufferAllocator: allocator)
        asset.add(mesh)
        return asset
    }
    public var height: Float = 1
    public var radius: Float = 0.25
