public void _FilterSearchList()
    {
        //Would make sense to combine both but not sure why p_list has to be kept under CanvasGroup.
        ApartmentManager.instance.FilterApartments();
        p_List.DoToggleCancasGroup(true);
        Debug.Log("Generating List");
        p_ListContent._GenerateListOnClick(true);
        Debug.Log("Generating List - complete");

        _FilterSearch3D();
    }
        void RegenerateListOrGrid()
        {
            foreach (ApartmentBlock apartments in ApartmentManager.instance.allSceneApartments)
            {
                apartments.GetComponent <Renderer>().material = orginalMat;
            }
            ApartmentManager.instance.selectedApartment.GetComponent <Renderer>().material = ApartmentManager.instance.highlightMat;

            if (favoriteGridContent.gameObject.activeInHierarchy == true)
            {
                favoriteGridContent._GenerateGridOnClick();
            }
            if (favoriteListContent.gameObject.activeInHierarchy == true)
            {
                favoriteListContent._GenerateListOnClick(true);
            }
            Debug.Log("RegeneratingList");
        }