void RotateCamera()
    {
        // horizontal camera rotation
        // rotate the transform with the input speed around its local Y axis
        playerRb.transform.Rotate(new Vector3(0, inputManager.GetLookInputsHorizontal(), 0));


        // vertical camera rotation
        // add vertical inputs to the camera's vertical angle
        cameraVerticalAngle += inputManager.GetLookInputsVertical();

        // limit the camera's vertical angle to min/max
        cameraVerticalAngle = Mathf.Clamp(cameraVerticalAngle, -89f, 89f);

        // apply the vertical angle as a local rotation to the camera transform along its right axis (makes it pivot up and down)
        playerCamera.transform.localEulerAngles = new Vector3(-cameraVerticalAngle, 0, 0);
    }