C#: i use Mouse Y and when i run my project, it doesn't work, only work the Mouse X

public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;

     public float minimumX = -360F;
     public float maximumX = 360F;
     
     public float minimumY = -60F;
     public float maximumY = 60F;
     
     float rotationX = 0F;
     float rotationY = 0F;
     
     Quaternion originalRotation;
     
     void Update ()
     {
         if (axes == RotationAxes.MouseXAndY)
         {
             // Read the mouse input axis
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             
             rotationX = ClampAngle (rotationX, minimumX, maximumX);
             rotationY = ClampAngle (rotationY, minimumY, maximumY);
             
             Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
             Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, -Vector3.right);
             
             transform.localRotation = originalRotation * xQuaternion * yQuaternion;
         }
         else if (axes == RotationAxes.MouseX)
         {
             rotationX += Input.GetAxis("Mouse X") * sensitivityX;
             rotationX = ClampAngle (rotationX, minimumX, maximumX);
             
             Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
             transform.localRotation = originalRotation * xQuaternion;
         }
         else
         {
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = ClampAngle (rotationY, minimumY, maximumY);
             
             Quaternion yQuaternion = Quaternion.AngleAxis (-rotationY, Vector3.right);
             transform.localRotation = originalRotation * yQuaternion;
         }
     }
     
     void Start ()
     {
         // Make the rigid body not change rotation
         if (rigidbody)
             rigidbody.freezeRotation = true;
         originalRotation = transform.localRotation;
     }
     
     public static float ClampAngle (float angle, float min, float max)
     {
         if (angle < -360F)
             angle += 360F;
         if (angle > 360F)
             angle -= 360F;
         return Mathf.Clamp (angle, min, max);
     }
 }

Have you tested only print(Input.GetAxis(“Mouse Y”)); ? If X works but Y doesn’t, you have probably changed the axis name in the Input Manager. Go to Edit → Project Settings → Input and look for the axis and make sure it is still called Mouse Y.