Hello, first time using unity, so i’m a little confused as to how to do this…

I have a jet/spaceship type thing, which needs to move relative to its facing (y axis I think) and when a direction is pressed, it should rotate its facing, move that direction, and also tilt along its x axis to give the impression of banking. I have the turning and moving at an angle working fine, but when I try to add the tilt, everything goes to pot, and it has a fit when the keys are pressed. Here’s my code:

void Update ()
 { 
 float rotationAmount = Input.GetAxis ("Horizontal") * turnSpeed * Time.deltaTime;
 transform.Rotate(0,0,rotationAmount);
 
 float moveAmount = Input.GetAxis ("Vertical") * moveSpeed * Time.deltaTime;
 rigidbody.AddRelativeForce(-moveAmount,0,0);
 
 if(Input.GetAxis ("Horizontal") == 1)
 {
 transform.eulerAngles = new Vector3(270 - 45,0,transform.eulerAngles.z);
 }
 else if(Input.GetAxis ("Horizontal") == -1)
 {
 transform.eulerAngles = new Vector3(270 + 45,0,transform.eulerAngles.z);
 }
 else
 { 
 transform.eulerAngles = new Vector3(270,0,transform.eulerAngles.z);
 } 
 }

transform.eulerAngles = new Vector3(270 - 45,0,transform.eulerAngles.z);

You do realize that you change the settings of vectors x,0,z.
I think z axis might also become affect of this change.

If you want to change only the x axis, then your code should look like this:

transform.eulerAngles.x = 270 - 45; //which you can write just 225.

And you should try using localEulerAngles, in case you have a parent obj.