How can I make player rotation control camera's x rotation and mouse control it's y rotation?

I have this bit of code

using UnityEngine;
using System.Collections;


/// <summary>
/// Camera script. This script is attached to the player and causes 
/// the camera to follow the Player's position and rotation.
/// </summary>
/// 
public class CameraScript : MonoBehaviour {

	private Camera myCamera;

	private Transform myTransform;

	// Use this for initialization
	void Start () {

		myCamera = Camera.main;

		myTransform = transform.FindChild("CameraHead");
	}
	
	// Update is called once per frame
	void Update () {


		myCamera.transform.position = myTransform.position;
	
		myCamera.transform.rotation = myTransform.rotation;


	}
}

which makes the camera follow the player’s position and rotation like a FPS. But what I need is for the Camera so only follow the players X rotation while I have the mouse control the cameras Y rotation. I’ve tried doing this.

myCamera.transform.rotation.x = myTransform.rotation.x;

but that throws up errors. Any idea on how I can separate the X and Y rotation in this case?

This should get you startet. The script is attached to the camera which is a child of your player object.

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 rotationY = 0F;

	void Update ()
	{
		if(Screen.lockCursor == true) {
			if (axes == RotationAxes.MouseXAndY) {
				float rotationX = new float();
				
				if(transform.parent != null && transform.parent.CompareTag("Player") == true) {
					rotationX = transform.parent.transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
					
					rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
					rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
					
					transform.parent.transform.localEulerAngles = new Vector3(0, rotationX, 0);
					transform.localEulerAngles = new Vector3(-rotationY, 0, 0);
					
				}
				else if(transform.parent != null) {
					rotationX = transform.parent.transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
					
					rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
					rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
					
					transform.parent.transform.localEulerAngles = new Vector3(0, rotationX, 0);
					transform.localEulerAngles = new Vector3(-rotationY, 0, 0);
				}
				/*
				else {
					rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
					
					rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
					rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
					
					transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
				}
				*/
			}
			else if (axes == RotationAxes.MouseX) {
				if(transform.parent != null) {
					transform.parent.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
				}
				else {
					transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
				}
			}
			else {
				rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
				rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
				
				transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
			}
		}
	}