How do I lock my Players Y axis to my Cameras?

I’ve been messing around with trying to build some form of an FPS game the past 3 days, and I’ve gotten myself into using mouse input for my camera. I’ve therefore encountered this rather annoying problem where I can move my camera around, but my player object does not follow its Y-axis which is what I want.

How would I be able to add this to my code?

My Camera Script looks as following ( Please note I’m entirely new to Unity and I’ve used help online for the code ):

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

public class Mouse : MonoBehaviour
{
public float sensitivityX = 15F;
public float sensitivityY = 15F;

public float minimumLockX = -60F;
public float maximumLockX = 60F;

public float minimumLockY = -360;
public float maximumLockY = 360;

public Camera CameraObject;
public GameObject PlayerObject;

private float rotationX = 0;
private float rotationY = 0;

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

void Update()
{
    rotationY += Input.GetAxis("Mouse X") * sensitivityY;
    rotationX += Input.GetAxis("Mouse Y") * sensitivityX;

    rotationX = Mathf.Clamp(rotationX, minimumLockX, maximumLockX); 

    CameraObject.transform.localEulerAngles = new Vector3(-rotationX, rotationY, 0);

    if (Input.GetKey(KeyCode.Escape)) 
    {
        Cursor.lockState = CursorLockMode.None;
        Cursor.visible = true;
    }
}

}

Managed to solve this myself.

By setting the rotation of the Y-axis to my player and not my camera whilst still having the rotation of the X-axis set to my camera.

    PlayerObj.transform.localEulerAngles = new Vector3(0, rotationY * 3, 0);
    CameraObject.transform.localEulerAngles = new Vector3(-rotationX, 0, 0);