public void ReturnItemToInventory(GameObject objToReturn)
    {
        //int i = 0;

        Wire objsWire = null;

        // Destroy wires as well, if they exist
        if (objToReturn.transform.Find("Electrical") != null)
        {
            ConnectionPoint conPoint = objToReturn.transform.Find("Electrical").Find("ConnectionPoint").GetComponent <ConnectionPoint>();
            if (conPoint.connectedWire != null)
            {
                objsWire = conPoint.connectedWire;
            }
        }

        Destroy(objToReturn);

        if (objsWire != null)
        {
            // This will check if both connection points are valid, they won't be, therefore
            // the wire will be deleted
            objsWire.DeleteNextFrame();
        }

        // Look through spawnedObjects for objToReturn, and then break;
        foreach (SpawnedObject spawnedObject in spawnedObjects)
        {
            //i++;
            //Debug.Log(Time.frameCount + " | " + i.ToString() + " Looping through another spawned object...");

            if (spawnedObject.ActualObject == objToReturn)
            {
                //Debug.Log(Time.frameCount + " | " + "Found the object to return on loop " + i.ToString());

                foreach (InvItem invItem in itemSlots)
                {
                    // Find the item slot of objToReturn and +1 to it
                    if (invItem.uniqueName == spawnedObject.OriginInvSlot)
                    {
                        invItem.startingAmount++;
                        invItem.UpdateAmountCounter();
                        break;
                    }
                }

                // Remove objToReturns relevant SpawnedObject as otherwise errors will occur later
                spawnedObjects.Remove(spawnedObject);
                break;
            }
        }
    }