void Update() { bool currentFiring = Input.GetAxis("Fire") < MinimumFireValue; pivot.gameObject.SetActive(currentFiring); float x = Input.GetAxis("Mouse_Look_X"); float y = -Input.GetAxis("Mouse_Look_Y"); var nextAngles = new Vector3(0, 0, Mathf.Atan2(x, y) * -180 / Mathf.PI); pivot.eulerAngles = nextAngles; if (!currentFiring && fireWasHeld) { tractorBeam.Release(pivot.eulerAngles, speed); } fireWasHeld = currentFiring; }