Trail not getting cleared

Hi,

Im following this tutorial: How to make Fruit Ninja in Unity (Complete Tutorial) 🍉🔪 - YouTube for fruit ninja game.

The trail does not get cleared even after I leave the left mouse button. Here is my complete code until now:

    using System.Collections;
   using System.Collections.Generic;
   using UnityEngine;

   public class Blade : MonoBehaviour
  {
    private Camera mainCamera;
    private Collider bladeCollider;
private TrailRenderer bladeTrail;
private bool slicing; 


    public Vector3 direction { get; private set; }
    public float minSliceVelocity = 0.01f; //minimum speed of the blade
    private void Awake()
    {
       mainCamera = Camera.main;
       bladeCollider = GetComponent<Collider>();
       bladeTrail = GetComponentInChildren<TrailRenderer>();
    }

     private void OnEnable()
    {
        StopSlicing();
    }
     private void OnDisable()
    {
       StopSlicing();
     }

  
private void Update()
{
    if (Input.GetMouseButtonDown(0))
    {
        StartSlicing();
    }else if (Input.GetMouseButtonDown(0))
        {
		StopSlicing();
	}else if (slicing)
    {
        ContinueSlicing();
    }
}
private void StartSlicing()
{
	Vector3 newPosition = mainCamera.ScreenToWorldPoint(Input.mousePosition);//converting from screen space to world space
	newPosition.z = 0f;//setting the blade to be at the origin
	
	transform.position = newPosition;

	slicing = true;
    bladeCollider.enabled = true;
    bladeTrail.enabled = true;
    bladeTrail.Clear();
}

private void StopSlicing()
{
    slicing= false;
    bladeCollider.enabled = false;
    bladeTrail.enabled = false;
}

private void ContinueSlicing()
{
    Vector3 newPosition= mainCamera.ScreenToWorldPoint(Input.mousePosition);//converting from screen space to world space
    newPosition.z = 0f;//setting the blade to be at the origin

    direction = newPosition - transform.position;//direction the blade is moving in

    //determine how fast the blade is moving
    float velocity = direction.magnitude / Time.deltaTime; 

    bladeCollider.enabled = velocity> minSliceVelocity;

    transform.position = newPosition;
    
   }
   }

@SurreyMuso

Looks like your line 37 is testing mouse button down when it should be testing mouse button up. Use:

} else if (Input.GetMouseButtonUp(0))