diff --git a/Assets/Resources/Prefabs/Facts/Cuboid.prefab b/Assets/Resources/Prefabs/Facts/Cuboid.prefab
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+++ b/Assets/Resources/Prefabs/Facts/Cuboid.prefab
@@ -1,5 +1,103 @@
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diff --git a/Assets/Resources/Prefabs/Facts/Sphere.prefab b/Assets/Resources/Prefabs/Facts/Sphere.prefab
index 4385f03ce99b99c05db14bad403bc0a2cd8ef2b0..db849c5456e1f0810a3500faa0f63aad7efbb3fb 100644
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+++ b/Assets/Resources/Prefabs/Facts/Sphere.prefab
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diff --git a/Assets/Scripts/InteractionEngine/FactHandling/Facts/CuboidFact.cs b/Assets/Scripts/InteractionEngine/FactHandling/Facts/CuboidFact.cs
index 580750df11718cee24540ab16b522b57be13595c..2d739311ad10ad78218c41a2c1865a41fb6510ee 100644
--- a/Assets/Scripts/InteractionEngine/FactHandling/Facts/CuboidFact.cs
+++ b/Assets/Scripts/InteractionEngine/FactHandling/Facts/CuboidFact.cs
@@ -52,15 +52,16 @@ protected void calculate_vectors(){
         float sidelengthTB = Vector3.Distance(T, B);
         float sidelengthBC = Vector3.Distance(B, C);
 
-        LocalScale = new Vector3(sidelengthBA+0.1F, sidelengthBC+0.1F, sidelengthTB+0.1F);
+        LocalScale = new Vector3(sidelengthBA+0.1F, sidelengthTB+0.1F, sidelengthBC+0.1F);
 
         Volume = sidelengthBA * sidelengthBC * sidelengthTB; 
 
         Position = B + 0.5F * ((A - B) + (T - B) + (C - B));
 
-        Vector3 cross = Vector3.Cross((A-B), (C-B));
-        Rotation = Quaternion.LookRotation(cross, Vector3.up);
+        Vector3 cross = Vector3.Cross((T - B), (A - B));
+        Rotation = Quaternion.LookRotation(cross.normalized, (T - B).normalized);
 
+        Rotation = Quaternion.identity;
     }
 
     public CuboidFact() : base(){