// Update is called once per frame
    void Update()
    {
        if (screwed == false)
        {
            //Get rotation value
            float rot = countRotations.totalRotation;

            //Scale values

            //Truncate rot value
            if (rot > oldMax)
            {
                rot = oldMax;
            }
            if (rot < oldMin)
            {
                rot = oldMin;
            }

            //new_value = ( (old_value - old_min) / (old_max - old_min) ) * (new_max - new_min) + new_min"
            float val = ((rot - oldMin)) / (oldMax - oldMin) * (newMin - newMax) + newMax;
            screw.transform.localPosition = new Vector3(0f, val, 0f);

            //If we have finished screwing
            if (screw.transform.localPosition.y <= newMin)
            {
                screwed = true;
                PS.Spawn(Color.green, transform.position);
            }
        }
        else
        {
            screw.transform.localPosition = new Vector3(0f, newMin, 0f);
        }
    }
    public void SnapFixedJoint(GameObject snapObj, GameObject snapEdge, bool isCorrectPart)
    {
        //Make child
        //Transform previousParent = transform.parent;
        //snapObj.transform.SetParent(transform);
        //snapObj.transform.GetComponent<VRTK.VRTK_InteractableObject>().setPreviousParent(transform);
        //
        ////Remove parent
        //snapObj.transform.parent = null;
        //snapObj.transform.GetComponent<VRTK.VRTK_InteractableObject>().setPreviousParent(null);

        //Make connected object
        FixedJoint fj = snapObj.AddComponent <FixedJoint>();

        fj.connectedBody = GetComponent <Rigidbody>();

        //Force one hand to stop interacting
        snapObj.GetComponent <VRTK.VRTK_InteractableObject>().ForceStopInteracting();

        //check is correct part
        if (isCorrectPart)
        {
            spawnPS.Spawn(Color.green, snapEdge.transform.position);

            //Increment num parts
            PartCounter partCounter = transform.parent.GetComponent <PartCounter>();
            if (partCounter != null)
            {
                partCounter.IncrementNumParts();

                if (partCounter.IsComplete())
                {
                    spawnPS.Spawn(Color.green, partCounter.getMainPart().transform.position);
                }
            }
        }
    }