void FixedUpdate()
    {
        //var fromCameraToPlayer = mainCameraTransform.transform.position - playerTransform.position; // this drew a line from the camera to the player
        var fromCameraToPlayerOpposite = playerTransform.position - mainCameraTransform.transform.position; // this drew a line from the player in the opposite direction of the camera :D which is what I want!

        Debug.DrawRay(playerTransform.position, fromCameraToPlayerOpposite, Color.blue);

        var playerDesiredRotation  = Vector3.ProjectOnPlane(fromCameraToPlayerOpposite, Vector3.up); // line parallel to ground instead of at an angle
        var angleOfDesiredRotation = Vector3.SignedAngle(playerDesiredRotation, playerTransform.forward, Vector3.up) * -1;
        var debugPlayerAimRay      = new Vector3(playerTransform.forward.x, playerTransform.forward.y, playerTransform.forward.z) * DebugPlayerAimRayLength;

        debugPlayerAimRay = Quaternion.AngleAxis(angleOfDesiredRotation, Vector3.up) * debugPlayerAimRay;
        Debug.DrawRay(playerTransform.position, debugPlayerAimRay, Color.green);

        rikishiController.SetDesiredAimTarget(debugPlayerAimRay + playerTransform.position);

        float h = CrossPlatformInputManager.GetAxis("Horizontal");
        float v = CrossPlatformInputManager.GetAxis("Vertical");
        var   movementVector = v * playerTransform.forward + h * playerTransform.right;

        rikishiController.Move(movementVector.normalized);
    }
 void SitStill()
 {
     rikishiController.Move(Vector3.zero);
 }