void FixedUpdate()
    {
        Vector3 armVector       = -attachmentPoint.transform.right;
        Vector3 headToArmVector = (attachmentPoint.transform.position - head.transform.position).normalized;

        DebugLineRenderer.Draw(attachmentPoint.transform.position, attachmentPoint.transform.position + armVector, armCurrentlyVisible ? Color.green : Color.red);
        DebugLineRenderer.Draw(attachmentPoint.transform.position, attachmentPoint.transform.position + headToArmVector, Color.blue);



        if (armCurrentlyVisible)
        {
            if (Vector3.Dot(armVector, headToArmVector) <= lookingAwayFromArmValue && Vector3.Dot(head.transform.forward, -headToArmVector) <= lookingAwayFromArmValue)
            {
                return;
            }
            tablet.SetActive(false);
            laser.SetActive(false);
            armCurrentlyVisible = false;
        }
        else
        {
            if (Vector3.Dot(armVector, headToArmVector) >= lookingAtArmValue || Vector3.Dot(head.transform.forward, -headToArmVector) >= lookingAtArmValue)
            {
                return;
            }
            tablet.SetActive(true);
            laser.SetActive(true);
            armCurrentlyVisible = true;
        }
    }
    void FixedUpdate()
    {
        if (pathIndex >= 0)
        {
            transform.position = Vector3.MoveTowards(transform.position, path[pathIndex].position + new Vector3(0.0f, 0.02f, 0.0f), Time.deltaTime * 2.5f);


            float distance = Vector3.Distance(transform.position, path[pathIndex].position);
            if (distance < 1.0f && pathIndex - 1 >= 0)
            {
                Quaternion lookOnLook = Quaternion.LookRotation(path[pathIndex - 1].position - transform.position);
                transform.rotation = Quaternion.Slerp(previousRotation, lookOnLook, 1.0f - distance);
            }

            if (distance < 0.05f)
            {
                if (pathIndex - 1 >= 0)
                {
                    previousRotation = Quaternion.LookRotation(path[pathIndex - 1].position - transform.position);
                }
                pathIndex--;
            }
        }
        else
        {
            Destroy(gameObject);
        }

        Node prev = null;

        for (int i = pathIndex; i >= 0; i--)
        {
            DebugLineRenderer.Draw(prev == null ? transform.position : prev.position, path[i].position, Color.green);
            prev = path[i];
        }
    }