public void UpdateArmDirection()
    {
        Vector3 MousePosWorld = Camera.main.ScreenToWorldPoint(Input.mousePosition);

        MousePosWorld.z = transform.position.z;
        Vector3 Dir = (MousePosWorld - transform.position).normalized;

        CurrentArmDirection = transform.position + (Dir * 10);
        IKController.SetHandTargetPositions(CurrentArmDirection, CurrentArmDirection);
    }