void Update()
{
float inverseSnap = 1 / snap;
float x, y, z;
x = Mathf.Round (transform.localPosition.x * inverseSnap) / inverseSnap;
y = Mathf.Round (transform.localPosition.y * inverseSnap) / inverseSnap;
z = depth;
transform.localPosition = new Vector3 (x, y, z);
}