private IEnumerator rotateAll(ELayer aLayer, bool clockwise)
    {
        layerRotate.RotateLayer(aLayer, clockwise);
        for (int i = 0; i < outerActualCubes.Length; i++)
        {
            outerActualCubes[i].GetComponent <LayerRotate>().RotateLayer(aLayer, clockwise);
        }

        textMeshPro.incCounter();
        yield return(new WaitForSeconds(0.7f));
    }
    void rotateAll(ELayer aLayer, bool clockwise)
    {
        // Only increment if it is the first rotation attempt out of one single swipe.
        if (!layerRotate.getRotatingBool())
        {
            incMoveCounter();

            layerRotate.RotateLayer(aLayer, clockwise);

            // Note: I failed to add working delay in time. Look into adding this delay below.
            //yield return StartCoroutine(addDelay());
            for (int i = 0; i < actualCubesOuter.Length; i++)
            {
                // Bool manipulation: Allows synced rotation even if user is holding down side cube.
                actualCubesOuter[i].GetComponent <LayerRotate>().setMasterRotating(true);
                actualCubesOuter[i].GetComponent <LayerRotate>().RotateLayer(aLayer, clockwise);
                actualCubesOuter[i].GetComponent <LayerRotate>().setMasterRotating(false);
            }
        }
    }