How do you keep rotation constant no matter where you look?

I want my sword model to rotate and look the same no matter where i’m facing but I don’t know how to add that. Help?(I’d also accept links to other answers or just links to this concept because I can’t seem to find the answer with google)

using UnityEngine;
using System.Collections;

[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseCameraScript : MonoBehaviour
{
    CursorLockMode lockerd = CursorLockMode.Locked;
    void Start()
    {
        Cursor.lockState = lockerd;
    }

    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;
    public float length;
    public Vector3 SwordPos;
    public Transform Sword;
    void Update()
    {
        RaycastHit hit;
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        Debug.DrawRay(transform.position, Camera.main.transform.forward * length, Color.black);
        SwordPos = ray.origin + (ray.direction * length);
        SwordPos = ray.GetPoint(length);
        Sword.position = SwordPos;
        Debug.Log(ray.direction);
        


        if (axes == RotationAxes.MouseXAndY)
        {
            float 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)
        {
            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);
        }
    }
}

So you’re trying to keep the sword in view like a First Person weapon correct? The simplest thing to do is put it where it looks nice and make it a child object to the main camera so as the main camera rotates it translates the object to stay in view.