void FixedUpdate()
    {
        string joyRestart = (PS4Controller) ? ("PS4 Restart") : ("Joy Restart");

        if (Input.GetButtonDown(joyRestart))
        {
            SceneManager.LoadScene(0);
        }

        if (!isDead)
        {
            // Rotate character
            string joyRightHoriz = (PS4Controller) ? ("PS4 Right Horizontal") : ("Joy Right Horizontal");
            string joyRightVert  = (PS4Controller) ? ("PS4 Right Vertical") : ("Joy Right Vertical");

            if (Input.GetAxisRaw(joyRightHoriz) != 0 || Input.GetAxisRaw(joyRightVert) != 0)
            {
                var targetX = Input.GetAxisRaw(joyRightHoriz);
                var targetY = Input.GetAxisRaw(joyRightVert);
                var angle   = Mathf.Atan2(targetY, targetX) * Mathf.Rad2Deg - 90f;
                rigidBody2d.MoveRotation(angle + turnSpeed * Time.fixedDeltaTime);
            }
            // Shoot
            string joyShoot = (PS4Controller) ? ("PS4 Shoot") : ("Fire1P2");
            if (Input.GetAxis(joyShoot) > 0)
            {
                Shoot();
            }

            // Move or Dash
            var moveDirection = new Vector2(Input.GetAxisRaw("HorizontalP2"), Input.GetAxisRaw("VerticalP2"));
            moveDirection.Normalize();

            string joyDash = (PS4Controller) ? ("PS4 Dash") : ("DashP2");
            if (Input.GetButtonDown(joyDash) && !isDashing && Time.time > nextDash)
            {
                moveSpeed += dashSpeed;
                Invoke("DashComplete", dashDuration);
                isDashing = true;
                nextDash  = Time.time + dashCooldown;
                gameControllerScript.DashP2(dashCooldown);
            }
            rigidBody2d.MovePosition(rigidBody2d.position + moveDirection * moveSpeed * Time.fixedDeltaTime);

            // Reload
            string joyReload = "ReloadP2";// (PS4Controller) ? ("PS4 Reload") : ("ReloadP2");
            if (Input.GetButtonDown(joyReload) && !isReloading && ammoStored > 0)
            {
                isReloading = true;
                gameControllerScript.ReloadP2(reloadDuration);
                reloadSound.Play();
                Invoke("Reload", reloadDuration);
            }
        }
    }