// camera rotation effect on turning

    private void Awake()
    {
        // get reference
        Controls         = new Input_Default();
        playerController = Player.GetComponent <MechPlayerController>();
        grapple          = Player.GetComponent <Grapple>();

        // get input
        Controls.Player.Throttle.performed   += Throttle => throttle = (Throttle.ReadValue <float>());
        Controls.Player.LookAround.performed += LookAround => lookAround = (LookAround.ReadValue <Vector2>());
        Controls.Player.Grapple.performed    += grapplectx => grapple.StartGrapple();
        Controls.Player.Grapple.canceled     += grapplectx => grapple.CancleGrapple();
        Controls.Player.jump.performed       += jump => playerController.Jump();
    }
    private void Awake()
    {
        // get reference
        Controls = new DefaultControls();
        playerControllerScript = Player.GetComponent <playerController>();


        // get input
        Controls.Player.move.performed              += moveDirection => move = (moveDirection.ReadValue <Vector2>());
        Controls.Player.LookAround.performed        += LookAround => lookAround = (LookAround.ReadValue <Vector2>());
        Controls.Player.flipGravityPlayer.performed += flipGravity => gravityFlipDirection = (flipGravity.ReadValue <Vector2>());

        Application.targetFrameRate = SetFPS;

        //TEMP
        Controls.Player.TEMPcameratoggle.performed += TEMPCam => TEMPcam = (TEMPCam.ReadValue <float>());
    }