public void UpdateForPlayerTransform(Transform playerTransform)
    {
        if (!m_HeightWasInited)
        {
            m_HeightWasInited = true;
            m_InitialHeight   = playerTransform.position.y - 2f;
        }

        Vector3 usedPosition     = playerTransform.position;
        float   heightDifference = m_InitialHeight - usedPosition.y;
        float   heightSign       = Mathf.Sign(heightDifference);

        heightDifference = Mathf.FloorToInt(Mathf.Abs(heightDifference / MinimapSystemSettings.heightStep)) * heightSign * heightDifference;

        usedPosition.y = m_InitialHeight + heightDifference;

        MinimapSystem.Render(m_RT, usedPosition, playerTransform.forward, MinimapSystemSettings);

        if (MinimapSystemSettings.isFixed)
        {
            Arrow.rotation = Quaternion.Euler(0, 0, Vector3.SignedAngle(playerTransform.forward, Vector3.forward, Vector3.up));
        }
        else
        {
            Arrow.rotation = Quaternion.identity;
        }
    }
    public void UpdateForPlayerTransform(Transform playerTransform)
    {
        MinimapSystem.Render(m_RT, playerTransform.position, playerTransform.forward, MinimapSystemSettings);

        if (MinimapSystemSettings.isFixed)
        {
            Arrow.rotation = Quaternion.Euler(0, 0, Vector3.SignedAngle(playerTransform.forward, Vector3.forward, Vector3.up));
        }
        else
        {
            Arrow.rotation = Quaternion.identity;
        }
    }