/// <summary>
        /// This is called every frame by MyPlayer in order to tell the character what its inputs are
        /// </summary>
        public void SetInputs(ref PlayerCharacterInputs inputs)
        {
            // Clamp input
            Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f);

            // Calculate camera direction and rotation on the character plane
            Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized;

            if (cameraPlanarDirection.sqrMagnitude == 0f)
            {
                cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized;
            }
            Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp);

            // Move and look inputs
            _moveInputVector = cameraPlanarRotation * moveInputVector;
            _lookInputVector = cameraPlanarDirection;
        }