private void CalculateTorque()
{
var torque = Vector3.zero;
torque += -pitch * m_myRigid.transform.right * pitchForce;
torque += yaw * m_myRigid.transform.up * yawForce;
// No roll here
// Add all the torque forces together
m_myRigid.AddTorque(torque);
}