private void HandleReleasedCardFromHand() { dragging = false; if (!snapping) { Hand.SetSelectedCard(null); //Return card to hand } else { //Remove Available Solar Client Side int solar = PlayerStatistics.GetValue <int>(CardPlayerStatType.Solar); int sub = draggedCard.Statistics.GetValue <int>(CardPlayerStatType.Solar); solar -= sub; PlayerStatistics.SetValue(CardPlayerStatType.Solar, solar); //Place card on board CmdRemoveFromHand(draggedCard.GetComponent <NetworkIdentity>()); Hand.RemoveCard(draggedCard.GetComponent <Card>()); //We Have to turn the card facing up again Quaternion turnOverRot = Quaternion.AngleAxis(180, draggedCard.transform.right); draggedCard.transform.rotation *= turnOverRot; SnappedSocket.DockCard(draggedCard); draggedCard.SetState(CardState.OnBoard); Hand.SetSelectedCard(null); } Debug.Log("Released Card"); }