error CS0111: Type 'Player' already defines a member called 'UpdateLook' with the same parameter types

Hello I was following a youtube tutorial and I got the error in the title. Unity says the error is on line (55,10)
I was hoping someone could provide an explanation on how to fix it.
Youtube Tutorial:

Full Error: Assets\scripts\Player.cs(55,10): error CS0111: Type ‘Player’ already defines a member called ‘UpdateLook’ with the same parameter types

Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class Player : MonoBehaviour
{

[SerializeField] Transform cameraTransform;
[SerializeField] float movementSpeed = 5f;
[SerializeField] float jumpSpeed = 5f;
[SerializeField] float mass = 1f;
[SerializeField] float mouseSensitivity = 3f;

CharacterController controller;
Vector2 look;
Vector3 velocity;

PlayerInput playerInput;
InputAction moveAction;
InputAction lookAction;
InputAction jumpAction;

void Awake()
{
    controller = GetComponent<CharacterController>();
    playerInput = GetComponent<playerInput>();
    moveAction = playerInput.actions["move"];
    lookAction = playerInput.actions["look"];
    jumpAction = playerInput.actions["jump"];
}

void Start()
{
    Cursor.lockState = CursorLockMode.Locked;
}

void Update()
{
    UpdateMovement();
    UpdateLook();
    UpdateGravity();
}

void UpdateGravity()
{
    var gravity = Physics.gravity * mass * Time.deltaTime;
    velocity.y = controller.isGrounded ? -1f : velocity.y + gravity.y;
}

void UpdateMovement()
{
    var moveInput = moveAction.ReadValue<Vector2>();

    var input = new Vector3();
    input += transform.forward * moveInput.y;
    input += transform.right * moveInput.x;
    input = Vector3.ClampMagnitude(input, 1f);

    var jumpInput = jumpAction.ReadValue<float>();
    if (jumpInput > 0 && controller.isGrounded)
    {
        velocity.y += jumpSpeed;
    }

    controller.Move((input * movementSpeed + velocity) * Time.deltaTime);
}

void UpdateLook()
{
    var lookInput = lookAction.ReadValue<Vector2>();
    look.x += lookInput.x * mouseSensitivity;
    look.y += lookInput.y * mouseSensitivity;

    look.y = Mathf.Clamp(look.y, -89f, 89f);

    transform.localRotation = Quaternion.Euler(0, look.x, 0);
    cameraTransform.localRotation = Quaternion.Euler(-look.y, 0, 0);
}

},I have this error when following a youtube tutorial. I have copied the code perfectly and I was wondering if someone can give an explanation on how I can fix this error.

Here is the youtube video:
Youtube video
Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;

public class Player : MonoBehaviour
{

[SerializeField] Transform cameraTransform;
[SerializeField] float movementSpeed = 5f;
[SerializeField] float jumpSpeed = 5f;
[SerializeField] float mass = 1f;
[SerializeField] float mouseSensitivity = 3f;

CharacterController controller;
Vector2 look;
Vector3 velocity;

PlayerInput playerInput;
InputAction moveAction;
InputAction lookAction;
InputAction jumpAction;

void Awake()
{
    controller = GetComponent<CharacterController>();
    playerInput = GetComponent<playerInput>();
    moveAction = playerInput.actions["move"];
    lookAction = playerInput.actions["look"];
    jumpAction = playerInput.actions["jump"];
}

void Start()
{
    Cursor.lockState = CursorLockMode.Locked;
}

void Update()
{
    UpdateMovement();
    UpdateLook();
    UpdateGravity();
}

void UpdateGravity()
{
    var gravity = Physics.gravity * mass * Time.deltaTime;
    velocity.y = controller.isGrounded ? -1f : velocity.y + gravity.y;
}

void UpdateMovement()
{
    var moveInput = moveAction.ReadValue<Vector2>();

    var input = new Vector3();
    input += transform.forward * moveInput.y;
    input += transform.right * moveInput.x;
    input = Vector3.ClampMagnitude(input, 1f);

    var jumpInput = jumpAction.ReadValue<float>();
    if (jumpInput > 0 && controller.isGrounded)
    {
        velocity.y += jumpSpeed;
    }

    controller.Move((input * movementSpeed + velocity) * Time.deltaTime);
}

void UpdateLook()
{
    var lookInput = lookAction.ReadValue<Vector2>();
    look.x += lookInput.x * mouseSensitivity;
    look.y += lookInput.y * mouseSensitivity;

    look.y = Mathf.Clamp(look.y, -89f, 89f);

    transform.localRotation = Quaternion.Euler(0, look.x, 0);
    cameraTransform.localRotation = Quaternion.Euler(-look.y, 0, 0);
}

}

Maybe this script exists twice in your workspace?

Dunno if this fixes this CS0111 error, but

playerInput = GetComponent<playerInput>();

should be

playerInput = GetComponent<PlayerInput>();

(capital ‘P’) anyway.