private void Update()
        {
            if (UI.PauseMenu.GamePaused)
            {
                return;                                       //Short circuit if paused
            }
            //GO FAST
            const float weight = 0.5f;

            Vector3 targetVector = GameInput.MovementVector(ball.CtrlType);

            rawDirection = Vector3.MoveTowards(rawDirection, targetVector, weight);
            Vector3 directionVector = rawDirection;

            if (directionVector != Vector3.zero)
            {
                //Modify direction vector to be more controller-friendly (And normalize it)
                var directionLength = directionVector.magnitude;
                directionVector = directionVector / directionLength;
                directionLength = Mathf.Min(1, directionLength);
                directionLength = directionLength * directionLength;
                directionVector = directionVector * directionLength;
            }
            directionVector      = LookDirection * Quaternion.Euler(0f, 90f, 0) * directionVector; //Multiply vector by camera rotation
            ball.DirectionVector = directionVector;

            //BRAKE FAST
            ball.Brake = GameInput.IsBraking(ball.CtrlType);

            //JUMP FAST
            if (GameInput.IsJumping(ball.CtrlType))
            {
                if (!hasJumped)
                {
                    ball.Jump();
                    hasJumped = true;
                }
            }
            else
            {
                if (hasJumped)
                {
                    hasJumped = false;
                }
            }

            //RESPAWN FAST
            if (GameInput.IsRespawning(ball.CtrlType) && ball.CanMove)
            {
                ball.RequestRespawn();
            }

            //Switch Camera Fast
            if (GameInput.IsSwitchingCameras(ball.CtrlType) && ball.CanMove)
            {
                ball.SwitchCameraBall();
            }
        }