When I rotate the wall its does not snap to the same gird as the other orientation
local player = game.Players.LocalPlayer local mouse = player:GetMouse() local build = false local uis = game:GetService("UserInputService") local rot = 0 uis.InputBegan:Connect(function(key) if key.KeyCode == Enum.KeyCode.R then rot = rot + 90 end end) player.Backpack.Blueprint.Equipped:Connect(function() if player.Character.Blueprint.Value.Value ~= "" then part = game.ReplicatedStorage:FindFirstChild(player.Character.Blueprint.Value.Value.. "-Place"):Clone() mouse.TargetFilter = part if part then part.Parent = game.Workspace build = true while script.On.Value do wait(0.1) if mouse.Target ~= nil then if mouse.Target.Parent.Name ~= part.Name then part:SetPrimaryPartCFrame(CFrame.new(math.round(mouse.Hit.X),mouse.Hit.Y+ part.PrimaryPart.Size.Y/2,math.round(mouse.Hit.Z))* CFrame.Angles(0,math.rad(rot),0)) end if build == false then break end end end end end end) player.Backpack.Blueprint.Unequipped:Connect(function() if part then build = false part:Destroy() end end) player.Backpack.Blueprint.Activated:Connect(function() if part then player.Character.Blueprint.RemoteEvent:FireServer(part:FindFirstChildOfClass("Part").Position, player.Character.Blueprint.Value.Value, mouse.Target,game.Workspace.Bases:FindFirstChild(player.Name).CFrame:ToObjectSpace(part.PrimaryPart.CFrame),rot) end end)