How do i scale a prefab laser to hit.distance

So i have a prefab laser and I was wondering how do i make it scale on the z axis when it hits an enemy? I want it basically like a laser pointer and stop when it hits an enemy. I have it done with a line renderer. But i want to use my laser prefab. Please help!

Using Line Renderer (Works perfectly)

LineRenderer lineRenderer = (LineRenderer)player.GetComponent(typeof(LineRenderer));
lineRenderer.useWorldSpace = false;
lineRenderer.SetVertexCount(2);
RaycastHit hit;
Physics.Raycast(transform.position,transform.forward, out hit);
if(hit.collider)
{
	lineRenderer.SetPosition(1,new Vector3(0,0,hit.distance));
}
else
{
	lineRenderer.SetPosition(1,new Vector3(0,0,100));
}

Using Laser Prefab (Doesnt scale properly)

RaycastHit hit;
if(Physics.Raycast(weaponSpawn.transform.position,lookPos, out hit,100F))
{
	if(hit.collider.gameObject.CompareTag("Enemy"))
	{
		objCreatedLaser.transform.localScale = new Vector3(0,0,hit.distance);				
		Debug.Log("Enemy");
		Debug.DrawRay (weaponSpawn.transform.position, lookPos, Color.red);

	}
	else
	{
		objCreatedLaser.transform.localScale += new Vector3(0, 0, 10F);		
		Debug.Log("No Enemy");
		Debug.DrawRay (transform.position, lookPos, Color.blue);
	}
}

Well that solved most of my problems. I was seting it to 0. It was only to be set to 0 if i was adding to the localScale.
This approach wasn’t working very well because the hit.distance wasn’t adjusting the legth(z axis) of the laser.

Im going with the line renderer approach becaues it has alot of useful methods.