private void Update()
    {
        // Retrieves input values from player
        forwardInput    = PlayerInputHandler.GetForwardInput();
        rotationalInput = PlayerInputHandler.GetRotationalInput();

        // Applies clamped velocity to ensure player doesn't exceed max speed
        rigidbody.velocity = Vector3.ClampMagnitude(rigidbody.velocity, maxSpeed);
    }
 private void Update()
 {
     // Play the particle effect only when the player is moving forward
     if (PlayerInputHandler.GetForwardInput() > 0)
     {
         if (flare.isStopped)
         {
             flare.Play();
         }
     }
     else
     {
         if (flare.isPlaying)
         {
             flare.Stop();
         }
     }
 }