//Used for initializing board
    void SnapToNearest()
    {
        Vector2 snapPos = hexController.FindNearest((Vector2)this.transform.position);

        this.transform.position = snapPos;                      //Snap to x,y position first
        //this.transform.rotation = Quaternion.Euler(new Vector3(0f, 0f, 0f));    //Snap to default rotation

        this.transform.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionY;
        currentHex = hexController.GetNearestHex(this.transform.position);
    }