public void MouseInputUPRotatesCameraUp_Test(float value)
    {
        // settup
        Vector3 before = CameraTransform.rotation.eulerAngles;

        // perform
        Controller.Rotate(0f, value, 1f);

        // get
        Vector3 after = CameraTransform.rotation.eulerAngles;

        // Move to test range.
        // Since the Unity rotation is presented from 0 to 360 degrees.
        // Which means a rotation is always greater than 0, or 0.
        float afterX = after.x - 360f;

        // assert
        Assert.Less(afterX, before.x);
    }