MouseLook during Rotation

Hi, I’ve started creating a first person gravity switching puzzle game. I have come across a few issues with this though. When i rotate the character using this

transform.rotation = Quaternion.RotateTowards(transform.rotation, targetTransform.rotation, step);

It gets interfered by my MouseLook/CameraLook script because of it changing the x axis. If i disable the script on my character, and leave the y axis version on for my camera it works perfectly but i cannot find a way to disable the MouseLook script on my character only during the time it rotates (using the above code).

Alternatively I am wondering if there are any methods to create a MouseLook/CameraLook script in which uses purely the camera rather than having 2 scripts one on the character for x axis and one on the camera for y axis.

Just for clarification to avoid confusion MouseLook/CameraLook scripts are pretty much the first person mouse input scripts
My Rotating works perfectly when the mouselook script is disabled on the character but that ruins the purpose of a firstperson game

For your problem with disabling the MouseLook script, just disable the MouseLook script when you start the rotation. I assume there is a condition you check to make sure you want to start rotating the character by calling Quaternion.RotateTowards. And inside your Update() from rotation script just perform a check if transform.rotation equals transform.rotation by using Mathf.Approximately.