void RotateSelection(float angleToRotate) { currentYRotationAdded += angleToRotate; editionGO.transform.Rotate(Vector3.up, angleToRotate); snapGO.transform.Rotate(Vector3.up, angleToRotate); snapGO.transform.rotation = Quaternion.Euler(BuilderInWorldUtils.SnapFilterEulerAngles(snapGO.transform.rotation.eulerAngles, snapRotationDegresFactor)); }