Mouse Look from scratch rotating Z axis

I wrote a script to use the mouse to look around, but I’m having trouble, because it is rotating the z axis.

#pragma strict
var mouseSpeed = 0.1;

function Update()
 {
 //if(rigidbody)
 // rigidbody.freezeRotation = true;
 Screen.lockCursor = true;

 var x : float = mouseSpeed * Input.GetAxis("Mouse X");
 var y : float = mouseSpeed * Input.GetAxis("Mouse Y");

 transform.Rotate(-y, x, 0.0);
 }

You’ll see that I commented out rigidbody.freezeRotation because it didn’t work, nor did simply using “transform.rotation.z = 0;”.

Here are some details about my program:
Capsule [Rigidbody, has movement script]

Main Camera [has mouse look script]
Plane [As a platform]
Cube [As an object to jump on]

Thanks in advance!

When your object rotates around its X axis, its local Y axis changes. If you want to rotate around the world axes, you can specify that:

transform.Rotate(-y, x, 0.0, Space.World);

void Update()
{
//We wanna make sure our cursor is locked
if(Screen.lockCursor == false)
Screen.lockCursor = true;

  //Weird Calculationz
  yRotation -= Input.GetAxis("Mouse Y") * rotationSpeed * Time.deltaTime;
  yRotation = Mathf.Clamp(yRotation, -80, 80);
  xRotation += Input.GetAxis("Mouse X") * rotationSpeed * Time.deltaTime;
  xRotation = xRotation % 360;

  //Rotate camera up+down, player left+right
  transform.localEulerAngles = new Vector3(yRotation, 0, 0);
  player.transform.localEulerAngles = new Vector3(0, xRotation, 0);
  }

This is my new code.