void Update()
{
var sideMovemnt = Input.GetAxisRaw("Horizontal");
var tilt = -1 * sideMovemnt * MaxTilt;
_currentTilt = _currentTilt.MoveTowards(tilt, TiltSpeed);
var rot = transform.localRotation;
transform.localRotation = Quaternion.AngleAxis(_currentTilt, Vector3.forward);
}
}