Moving Body with MouseLook

Hello people,

im new to unity and gamedev at all and most of my coding experience was with Actionscript.

Im trying to sync a cubes rotation on y axis with the cam, (both parented with the same prefab), by modifing the standard mouse look script. So I added a function and call it, when ever the mouse moves on x-achsis, but the cube doesnt rotate as i assumed it. It moves slowly…

can someone give me a hint with this?
Heres is the script so far

public class MouseLook : MonoBehaviour {

	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;
	
	GameObject playerModel;
	
	//Component playerModel;

	void Update ()
	{
		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);
			
			movePlayerModel();
		}
		else if (axes == RotationAxes.MouseX)
		{
			transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
			
			movePlayerModel();
		}
		else
		{
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
		}
	}
	
	void movePlayerModel()
	{
		playerModel.transform.Rotate (
			playerModel.transform.rotation.x, 
			transform.rotation.y, 
			playerModel.transform.rotation.z
			);
	}
	
	void Start ()
	{
		playerModel = GameObject.Find("PlayerModel");
		
		// Make the rigid body not change rotation
		if (rigidbody)
			rigidbody.freezeRotation = true;
	}
}

Well it looks like your using transform.Rotate, that rotates the object based on an axis input. If you want the cube to truly follow the rotation of your camera, just add

playerModel.transform.rotation = transform.rotation.

Hope this helps. If it doesn’t don’t hesitate to PM me. Good Luck!