I’ve added a input to my cameras rotation, which is a child of the players object (standard fps setup, nothing fancy):
mainCam.transform.rotation = Quaternion.Euler(clampedRotation,transform.rotation.y, transform.rotation.z);
works fine. The problem is, that my camera is no longer rotating with the y axis of the parent, the camera is basically just locked and is looking forward, even though the player itself still rotates when input is added.
Any ideas?