private void GetInput(out float speed)
        {
            // Read input
            float horizontal = BGCrossPlatformInputManager.GetAxis("Horizontal");
            float vertical   = BGCrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed   = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }
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        public void LookRotation(Transform character, Transform camera)
        {
            float yRot = BGCrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
            float xRot = BGCrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;

            m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f);
            m_CameraTargetRot    *= Quaternion.Euler(-xRot, 0f, 0f);

            if (clampVerticalRotation)
            {
                m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot);
            }

            if (smooth)
            {
                character.localRotation = Quaternion.Slerp(character.localRotation, m_CharacterTargetRot,
                                                           smoothTime * Time.deltaTime);
                camera.localRotation = Quaternion.Slerp(camera.localRotation, m_CameraTargetRot,
                                                        smoothTime * Time.deltaTime);
            }
            else
            {
                character.localRotation = m_CharacterTargetRot;
                camera.localRotation    = m_CameraTargetRot;
            }

            UpdateCursorLock();
        }