Can't do Quaternion.AngleAxis twice.

Hello! I am making a game, in which the camera will rotate around the player with mouse movements. I did this by adding the mousex and mousey movements to a vector2, (mousex being the x, mousey being the y) and then rotating the camera by using Quaternion.AngleAxis. I used two Quaternion.AngleAxis functions, one for the x, and one for the y to rotate it. When I ran the game, only the first Quaternion.AngleAxis in the code would actually rotate the camera, and it would ignore the second. Can I do this some other way? Thanks!

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class camMove : MonoBehaviour {

    public GameObject playerBall;

    Vector2 mouseLook;

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

    void Update ()
    {
        Vector2 mouseVal = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
        mouseLook += mouseVal;
        transform.rotation = Quaternion.AngleAxis(mouseLook.x, Vector3.up);
        transform.rotation = Quaternion.AngleAxis(-mouseLook.y, Vector3.right);
        transform.position = playerBall.transform.position;
                 

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Cursor.lockState = CursorLockMode.None;
        }
	}
}

Typed this up really quick should work I’ve used this kinda setup before but I didn’t test it

using UnityEngine;

public class CameraLook : MonoBehaviour 
{
	public float lookSpeed;

	public Vector2 horizontalLimiter;
	public Vector2 verticalLimiter;

	void Update()
	{
		//Get the mouse input
		float x = Input.GetAxis("Mouse X");
		float y = Input.GetAxis("Mouse Y");

		//Rotate the camera around the axis
		Camera.main.transform.RotateAround(transform.position, Vector3.up, x * lookSpeed * Time.deltaTime);
		Camera.main.transform.RotateAround(transform.position, Vector3.right, -y * lookSpeed * Time.deltaTime);

		//Limit the rotation THIS IS OPTIONAL REMOVE IF YOU DON'T WANT IT
		Vector3 cameraRotation = Camera.main.transform.eulerAngles;

		cameraRotation.x = Mathf.Clamp(cameraRotation.x, horizontalLimiter.x, horizontalLimiter.y);
		cameraRotation.y = Mathf.Clamp(cameraRotation.y, verticalLimiter.x, verticalLimiter.y);
		cameraRotation.z = 0;

		Camera.main.transform.eulerAngles = cameraRotation;
	}
}