I was tinkering a bit with the MouseLook.cs from the Unity StandardAssets.
They have some code that uses Quaternion.AngleAxis, more specifically:
Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
What I need to do is if I have the xQuaternion, what sort of math would I have to do to get the rotationX instead of the xQuaternion. In other words, how would I do the reverse of this line of code. What I need to do, is I am using this code to move my camera, and I am sometimes switching to another camera mode which can also move the camera around. When I switch back however, I want to set the values of rotationX and rotationY to be the new rotation of the camera so that the camera doesn’t “jump” back.