private void Update()
    {
        CheckForInteractables();


        //calculate movement velocity as a 3d Vector
        float _xMov = Input.GetAxis("Horizontal"); //the Raw is used when we want some smoothing, when we want full control
        float _zMov = Input.GetAxis("Vertical");   //both will go from -1 to 1


        Vector3 _moveHorizontal = transform.right * _xMov;   //Vector right is (1, 0, 0)
        Vector3 _moveVertical   = transform.forward * _zMov; //Vector front is (0, 0, 1)


        //Final Movement Vector
        Vector3 _velocity = (_moveHorizontal + _moveVertical).normalized;

        Debug.Log("actual velocity: " + _velocity);

        if (Input.GetKey(KeyCode.LeftShift) && _zMov > 0)
        {
            if (mover.IsGrounded())
            {
                mover.Move(_velocity, true);
            }
            if (movAdder < 5)
            {
                movAdder += 0.1f;
            }
            _zMov += movAdder;  //raise the z Mov a bit
        }
        else
        {
            if (movAdder > 0)
            {
                movAdder -= 0.1f;
            }
            else
            {
                movAdder = 0;
            }
            _zMov += movAdder;
            //if (mover.IsGrounded())
            mover.Move(_velocity, false);
        }

        //animations
        if (mover.IsGrounded())
        {
            animator.SetBool("grounded", true);
            animator.SetFloat("VelZ", _zMov);
            animator.SetFloat("VelX", _xMov);
        }
        else
        {
            animator.SetBool("grounded", false);
        }



        //Calculate Rotationas a 3D Vector: (turning around y axis only) the rest of the rotation is only on the camera
        float   _yRot     = Input.GetAxisRaw("Mouse X");
        Vector3 _rotation = new Vector3(0f, _yRot, 0f) * mouseSensitivty * 2;

        //apply Rotation
        mover.Rotate(_rotation);

        //Calculate Camera Rotation (up/down)
        float _xRot            = Input.GetAxisRaw("Mouse Y");
        float _cameraRotationX = _xRot * mouseSensitivty;

        //apply camera Rotation
        mover.RotateCamera(_cameraRotationX);

        //check for jump
        if (Input.GetKeyDown(KeyCode.Space))
        {
            if (mover.IsGrounded())
            {
                mover.Jump();
            }
        }

        //check for 3rd person Camera enabled
        if (Input.GetKeyDown(KeyCode.T))
        {
            mover.ChangeCamera();
        }

        //use an interactible if aviable
        if (Input.GetKeyDown(KeyCode.F))
        {
            if (currentInteractableInReach != null)
            {
                currentInteractableInReach.Interact();
            }
        }
    }