void Update()
    {
        bool currentFiring = Input.GetAxis("Fire") < MinimumFireValue;

        pivot.gameObject.SetActive(currentFiring);

        float x = Input.GetAxis("Mouse_Look_X");
        float y = -Input.GetAxis("Mouse_Look_Y");

        var nextAngles = new Vector3(0, 0, Mathf.Atan2(x, y) * -180 / Mathf.PI);

        pivot.eulerAngles = nextAngles;

        if (!currentFiring && fireWasHeld)
        {
            tractorBeam.Release(pivot.eulerAngles, speed);
        }

        fireWasHeld = currentFiring;
    }