private void DealCard(byte[] memoryBuffer) { Card card = Card.Deserialize(memoryBuffer); //adds the card to the list cards in cardhoolder cards.Add(card); var behaviour = new GameObject("card_behaviour", typeof(CardBehaviour)).GetComponent<CardBehaviour>(); behaviour.Card = card; behaviour.LoadResource(); //how many cards are in the list already, match index of new card with cardslot, and set that cardslot as parrent behaviour.transform.SetParent(cardslots[cards.Count - 1], true); behaviour.transform.localPosition = Vector3.zero; behaviour.transform.localRotation = Quaternion.identity; if (isCommunity) behaviour.FacePlayer(); //reset transform ( bug avoidance) //behaviour.transform.localPosition = Vector3.zero; //behaviour.transform.localRotation = Quaternion.identity; }