void UpdateWalking()
        {
            yVel += gravity * Time.deltaTime;
            if (isGrounded && Input.GetKey(KeyCode.Space))
            {
                yVel = jumpForce;
            }

            Vector3 updateVel = (transform.right * Input.GetAxis("Horizontal") + transform.forward * Input.GetAxis("Vertical") * (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift) ? 1.5f : 1f)) * speed;

            updateVel += new Vector3(0f, yVel, 0f);
            updateVel *= Time.deltaTime;

            transform.position += new Vector3(0, updateVel.y, 0);
            if (PlayerCollider.Collision(transform, out isGrounded))
            {
                transform.position -= new Vector3(0, updateVel.y, 0);
                yVel = -2f * Time.fixedDeltaTime;
            }

            transform.position += new Vector3(updateVel.x, 0, 0);
            if (PlayerCollider.Collision(transform, out bool _))
            {
                transform.position -= new Vector3(updateVel.x, 0, 0);
            }

            transform.position += new Vector3(0, 0, updateVel.z);
            if (PlayerCollider.Collision(transform, out bool _))
            {
                transform.position -= new Vector3(0, 0, updateVel.z);
            }
        }
        void UpdateWalking(Vector2 inputDirection, InputData data)
        {
            yVel += gravity;
            if (isGrounded && data.inputs[5])
            {
                yVel = jumpForce;
            }

            Vector3 updateVel = (transform.right * inputDirection.x + transform.forward * inputDirection.y * (data.inputs[6] ? 1.5f : 1f)) * speed;

            updateVel += new Vector3(0f, yVel, 0f);

            transform.position += new Vector3(0, updateVel.y, 0);
            if (PlayerCollider.Collision(transform, out isGrounded))
            {
                transform.position -= new Vector3(0, updateVel.y, 0);
                yVel = -2f * Time.fixedDeltaTime;
            }

            transform.position += new Vector3(updateVel.x, 0, 0);
            if (PlayerCollider.Collision(transform, out bool _))
            {
                transform.position -= new Vector3(updateVel.x, 0, 0);
            }

            transform.position += new Vector3(0, 0, updateVel.z);
            if (PlayerCollider.Collision(transform, out bool _))
            {
                transform.position -= new Vector3(0, 0, updateVel.z);
            }
        }