void FixedUpdate()
    {
        // Calculate how fast we should be moving
        Vector3 targetVelocity = Vector3.zero;

        /*if (horizontal)
         * {*/
        targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, 0);

        /*}
         * else
         * {
         *   targetVelocity = new Vector3(0, 0, Input.GetAxis("Horizontal"));
         * }*/
        targetVelocity  = transform.TransformDirection(targetVelocity);
        targetVelocity *= speed;

        //Debug.Log(targetVelocity);
        // Apply a force that attempts to reach our target velocity
        Vector3 velocity       = _rigidbody.velocity;
        Vector3 velocityChange = (targetVelocity - velocity);

        velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
        velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
        velocityChange.y = 0;
        _rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);


        if (ballManager.ActiveBalls.Count == 0 && ballManager.lives > 0)
        {
            //Debug.Log("No active balls");
            ball = ballManager.ActivateBall();
            if (ball != null)
            {
                bs        = ball.GetComponent <BallScript>();
                bs.bar    = this.transform;
                bs.follow = true;
                TimerText.Instance.stopTimer();
            }
        }
    }