diff --git a/Assets/InteractionEngine/FactSpawner.cs b/Assets/InteractionEngine/FactSpawner.cs
index fc73466b4910a6441eb17246c3d6e95fd92a4957..80bb0af4d8baf5270ba53ebaae003b0582faea8c 100644
--- a/Assets/InteractionEngine/FactSpawner.cs
+++ b/Assets/InteractionEngine/FactSpawner.cs
@@ -158,7 +158,7 @@ public void SpawnAngle(AngleFact angleFact)
         //Rotate so that the rotation points from point2 to the middle of point3 and point1
         angle.transform.GetChild(0).rotation = Quaternion.FromToRotation(Vector3.right, (Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)));
         //Now the rotation around that direction must also be adjusted
-        angle.transform.GetChild(0).RotateAround(point2, (Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)), Vector3.Angle(angle.transform.GetChild(0).forward.normalized, (tempPoint3 - tempPoint1).normalized));
+        angle.transform.GetChild(0).RotateAround(point2, (Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)), Vector3.Angle(angle.transform.GetChild(0).forward.normalized, (tempPoint1 - tempPoint3).normalized));
 
         string letter = ((Char)(64 + angleFact.Id + 1)).ToString();
         angle.GetComponentInChildren<TextMeshPro>().transform.localPosition = new Vector3((0.5f * tempProjection).x, angle.GetComponentInChildren<TextMeshPro>().transform.localPosition.y, (0.5f * tempProjection).z);