private bool IncludeInMerge(GameObject go)
    {
        // If prefab is not supposed to be included in the merge, don't include its material name
        MAST_Prefab_Component prefabComponent = go.GetComponent <MAST_Prefab_Component>();

        if (prefabComponent != null)
        {
            return(prefabComponent.includeInMerge);
        }

        // If no MAST prefab component was attached, include it in the merge
        return(true);
    }
    // Check if a GameObject already exists here and if neither can be placed inside others
    private static bool GameObjectAlreadyHere()
    {
        // Get array containing all Colliders within 1.5f square box at placement position
        Collider[] colliders =
            Physics.OverlapBox(
                MAST_Placement_Visualizer.GetGameObject().transform.position,
                new Vector3(0.75f, 0.75f, 0.75f));

        // Loop through each GameObject inside or colliding with this OverlapBox
        foreach (Collider collider in colliders)
        {
            // If the nearby GameObject has a parent
            if (collider.gameObject.transform.parent != null)
            {
                // Get Parent GameObject for the GameObject containing this Collider
                GameObject nearObject = collider.gameObject.transform.parent.gameObject;

                // If near GameObject is not the visualizer itself
                if (nearObject.name != "MAST_Visualizer")
                {
                    // If the placed GameObject shares the same Position as the near GameObject
                    if (nearObject.transform.position ==
                        MAST_Placement_Visualizer.GetGameObject().transform.position)
                    {
                        //TODO:  Add rotation check as well

                        // Get the MAST Component script of the near GameObject
                        MAST_Prefab_Component nearComponent = nearObject.GetComponent <MAST_Prefab_Component>();

                        // If neither the GameObject nor placed GameObject can be placed inside others
                        if (!MAST_Placement_Helper.GetPlaceInsideOthers() && !nearComponent.placeInsideOthers)
                        {
                            // Return true "Not safe to place"
                            return(true);
                        }
                    }
                }
            }
        }
        // Return false "Safe to place"
        return(false);
    }