```ansi private void FixedUpdate() { _smoothedMovementInput = Vector2.SmoothDamp( _smoothedMovementInput, _movementInput, ref _movementInputSmoothVelocity, 0.1f); _rigidbody.velocity = _smoothedMovementInput * _speed; RotateInDirectionOfInput(); } private void RotateInDirectionOfInput() { if (_movementInput != Vector2.zero) { Quaternion targetRotation = Quaternion.LookRotation(transform.forward, _smoothedMovementInput); Quaternion rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, _rotationSpeed * Time.deltaTime); _rigidbody.MoveRotation(rotation); } } private void OnMove (InputValue inputValue) { _movementInput = inputValue.Get<Vector2>(); } } ``` somehow its rotating to the opposite direction