Facing direction doesn't update correctly

Hi again,
I’ve created a teleporting mechanism that gets input from the user as to “where” to go, unity sends the query to a php that brings the coordinates back from a database.
Everything works perfectly and the player is even turned towards the right point i want him to look (thanks to euler angle coordinates transmitted as well), but as soon as the player clicks the mouse, the camera jumps back to it’s original position before having teleported.
For the walking and looking around mechanism, I’m using the standard kit shipped with unity, so I can’t be sure if I should actually do something there with the received coordinates.

function teleportation(){
	if(searchname!=""){ //checking if the search button has been clicked on a searched point.
	var sendStoreSearch : WWWForm = new WWWForm();
	//send the WWWForm via WWW
	var getCoords : WWW = new WWW(siteAddress+"FindStoreCoords.php",sendStoreSearch);
	yield getCoords; //Wait for the data to return
	//split downloaded data
	var received_data = Regex.Split(getCoords.text/*data*/,"</next>");
	var player = gameObject.Find("Player");
	var cam = player.gameObject.Find("Main Camera");
	//divide split data into vars 
	storeCoords.x = parseFloat(received_data[0]); //xyz coords
	storeCoords.y = parseFloat(received_data[1]);
	storeCoords.z = parseFloat(received_data[2]);

    //body and camera rotation, seen that one does x and the other does y
	bodyRotationAngle.eulerAngles = Vector3(0, parseFloat(received_data[4]), 0);
	cameraRotationAngle.eulerAngles = Vector3(parseFloat(received_data[3]), 0, 0);

    //Giving the player and camera the downloaded coordinates
	player.transform.position = storeCoords;
	player.transform.rotation = bodyRotationAngle;
	cam.transform.localRotation = cameraRotationAngle;
	//reset dropdown grid so teletransportation wont loop itself (cos I also have a dropdown menu option)

all of this is the teleportation mechanism. and when it is run, the camera and body are turned correctly. once a button is pressed, they jump back to the original position before having teleported.

Any ideas? would you need any other code?

Thanks in advance

p.s. If you wanna see the teleporting in action, just check out the webapp here

I have found that the position variables are indeed cached and should be modified directly inside MouseLook.cs.

I have modified the original code into the following code, and added damping for realism.

            rotationX += Input.GetAxis("Mouse X") * sensitivityX;
			rotationX = ClampAngle (rotationX, minimumX, maximumX);

			currentXRotation = Mathf.SmoothDamp(currentXRotation, rotationX, ref rotationXv, damp);
			transform.localRotation = Quaternion.Euler(0, currentXRotation, 0);