private void TurnToDirection(Vector2 xzVector)
    {
        float targetTheta   = Mathf.Atan2(xzVector.y, xzVector.x);
        var   currentVector = transform.forward.JustXZ().normalized;
        float currentTheta  = Mathf.Atan2(currentVector.y, currentVector.x);
        float difference    = CommonUtils.AngleBetweenThetas(targetTheta, currentTheta);

        myBody.AddTorque(0, difference, 0);
    }