My rotation is not working through script

Hello, hope you are having a good day. I am making a little horror game of mine, and for it I decided to have an inventory system. It is working, however when I try to set the rotation, it acts very weirdly by being in a completely different rotation even if I did a different rotation. Here is the inventory:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Inventory : MonoBehaviour
{
    public int startingIndex = 0;
    public int maxCount = 2;
    public List<Image> img;
    public List<GameObject> inventory;
    public Vector3 handPosition;
    public Quaternion handRoation;
    public GameObject player;

    // Start is called before the first frame update
    void Start()
    {
    }

    // Update is called once per frame
    void Update()
    {
        for (int i = 0; i < inventory.Count; i++)
        {
            if (i == startingIndex)
            {
                inventory[i].SetActive(true);
            }

            else
            {
                inventory[i].SetActive(false);
            }
        }

        if (Input.GetAxis("Mouse ScrollWheel") > 0)
        {
            if (startingIndex < inventory.Count)
            {
                startingIndex++;
            }

            else
            {
                startingIndex = 0;
            }
        }

        if (Input.GetAxis("Mouse ScrollWheel") < 0)
        {
            if (startingIndex > 0)
            {
                startingIndex--;
            }

            else
            {
                startingIndex = inventory.Count;
            }
        }
    }


    public void Pickup(GameObject gmj)
    {
        if (inventory.Count < 4 && !gmj.GetComponent<item>().isImage)
        {
            inventory.Add(gmj);
            int idx = inventory.IndexOf(gmj);
            img[idx].sprite = gmj.GetComponent<item>().img;
            gmj.transform.parent = player.transform;
            gmj.transform.localPosition = handPosition;
            gmj.transform.rotation = new Quaternion(0,0,90,0);
        }

        else
        {
            return;
        }
    }
}

I can provide further screenshots if ya’ll are confused

I need a little more context about what rotation you intend to and what is the output rotation. Perhaps you should provide screenshots so that it is easier to visualize. Still, you may try the Quaternion.Euler(x, y, z) method.

ok, what does it do?