cant access transform rotation (value dont change on rotation)

hi, im wanna make an online game now i have some problems. i need to get the rotation in eulerangles with tranform.eulerAngles but its a static value its dont change when i debug the rotation both tranform rotation and transform eulerangles localeulerangles nothing work. i get everytime the same 0, 322.22, 00 some times when i rotate 10 time its goes to (0, 322.18, 0) but only in the script where i need to know the rotation its not working in all other scripts its work what a strange s***. heres the script where i cant get the correct rotation. i tried to write something like otherscript.transform.eulerAngles but its dont work too.

public override void SimulateController()
    {
        IPlayerCommandInput input = PlayerCommand.Create();

        input.fire = shooting;
        input.reload = reload;
        input.Forward = direction.y;
        input.Sideward = direction.x;
        input.AimTarget = AimTarget.position;
        input.Yaw = yaw.y;
        Debug.LogWarning("Euler in Deg " + gameObject.transform.eulerAngles.y + " Full Euler " + yaw + " dire " + direction);
        entity.QueueInput(input);
        weaponHandler.ExecuteCommand(shooting, reload, seed);
    }

    public void SetState(Vector3 pos, float rot)
    {
        //if (Mathf.Abs(rot - transform.eulerAngles.y) > 2f)
           // transform.rotation = Quaternion.Euler(0, rot, 0);

        if (firstState)
        {
            if(pos != Vector3.zero)
            {
                transform.position = pos;
                firstState = false;
                lastServerPos = Vector3.zero;
            }
        }
        else
        {
            if (pos != Vector3.zero)
                lastServerPos = pos;
        }
        transform.position += (lastServerPos - transform.position) / 2;
        _state.position = pos;
        _state.rotation = rot;
    }

    public struct State
    {
        public Vector3 position;
        public float rotation;
        public bool isGrounded;
    }
    public State _state;

    public override void SimulateOwner()
    {
        state.isCrouching = isCrouching;
    }

    public override void ExecuteCommand(Command command, bool resetState)
    {
        PlayerCommand cmd = (PlayerCommand)command;
        if (!resetState)
        {
            if (!entity.HasControl)
            {
                weaponHandler.ExecuteCommand(cmd.Input.fire, cmd.Input.reload, seed);
                Move(new Vector2(cmd.Input.Sideward, cmd.Input.Forward));

                AimTarget.transform.position = cmd.Input.AimTarget;
                //transform.rotation = Quaternion.Euler(0, cmd.Input.Yaw, 0);
            }

            cmd.Result.Position = transform.position;
            cmd.Result.Rotation = transform.eulerAngles.y;
            cmd.Result.Velocity = velocity;
            cmd.Result.isGrounded = grounded;
            cmd.Result.AimTargetResult = AimTarget.position;
        }
        else
        {
            SetState(cmd.Result.Position, cmd.Result.Rotation);
        }
    }
    void Jump(bool jump)
    {
       // Debug.LogWarning(jump);
    }

    private void Update()
    {

      //  yaw = transform.eulerAngles;
        // PollKeys();
        if (entity.HasControl)
        {
            Debug.LogWarning("UPDATE " + yaw + "eulen " + animator.transform.eulerAngles + "pos" + transform.position);
            yaw = animator.transform.eulerAngles;
            state.BlendX = direction.x;
            state.BlendY = direction.y;
            RotatePlayer();

        }
        if (entity.IsOwner)
        {
            state.RotationValue = RotatePlayer();
            seed = Random.Range(1, 1024);
            //Move();
            AnimatorController();
            //Sensor();
            #region ApplyGravity

            if (c_controller.isGrounded && velocity.y < 0) velocity.y = 0;

            velocity.y += Physics.gravity.y * BoltNetwork.FrameDeltaTime;
            #endregion
        }

        #region Change Body/Head weight
        if (useCar.playerState != UseCar.State.Free || animator.GetCurrentAnimatorStateInfo(3).IsName("Reloading"))
          {
              weightMultiplier = 0;
            //  headWeight = 0f;
          }
          else
          {
              weightMultiplier = 1;
           //   headWeight = 1f;
          }
        #endregion

        smoothedBodyWeight = Mathf.SmoothDamp(smoothedBodyWeight, bodyWeight, ref bodyWeightVelocity, weightSmoothness);
        smoothedHeadWeight = Mathf.SmoothDamp(smoothedHeadWeight, headWeight, ref headWeightVelocity, weightSmoothness);
        //bodyWeight = (animator.GetCurrentAnimatorStateInfo(3).IsName("Reloading") || useCar.playerState != UseCar.State.Free) ? 0 : 1;
    }

i use photon bolt and when i put the debug log in other scripts update function its work

[Header("Ammo Display")]
    private Text magAmmoText;
    private Text totalAmmoText;

    [Header("Hit Feedback")]
    public Canvas hitFeedbackCanvas;
    public float hitFeedbackDuration = 2f;
    public float hitFeedbackForce = 50f;

    public override void Attached()
    {
        if (entity.HasControl)
        {
            canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
            Killtext = GameObject.Find("KillText").GetComponent<Text>();
            healthText = GameObject.Find("HealthText").GetComponent<Text>();
            magAmmoText = GameObject.Find("CurrentAmmoText").GetComponent<Text>();
            totalAmmoText = GameObject.Find("TotalAmmoText").GetComponent<Text>();
            cam = Camera.main;
        }
        playerStats = GetComponent<PlayerStats>();
    }

    private void Update()
    {
        Debug.LogWarning("UI Contrull" + transform.eulerAngles);
    }

    public void HitFeedback(Vector3 hitpoint, int damage)
    {
        Quaternion rot = Quaternion.LookRotation(hitpoint - cam.transform.position);
        Canvas killCanvas = Instantiate(hitFeedbackCanvas, hitpoint, rot);
        killCanvas.transform.position = killCanvas.transform.position - killCanvas.transform.forward;
        killCanvas.GetComponentInChildren<Text>().text = damage.ToString();
        Vector2 forceDir = new Vector2(Random.Range(-30, 30), hitFeedbackForce);
        killCanvas.GetComponent<Rigidbody2D>().AddForce(forceDir);
        Destroy(killCanvas.gameObject, hitFeedbackDuration);
    }
    public void UpdateKillScreen(NetworkId killerID, NetworkId killedsID)
    {
        if (entity.HasControl)
            Killtext.text = killerID + "kill" + entity.NetworkId;
    }

s*** like this only happens to me i dont know how something like this can happen, and only in the script here i need to know the rotation only in this script its not working whats that ? in all other script its working

i found a solution i dont know how right is it to do it this way but nothing other is work. i make the yaw vector public and assign from the otherscript the transfomr eulrangles to the cursed script where its dont work now its work. what a workflow sometimes needed to make something work, strange…