Quaternion distorts my object

Hi,

so i have this problem. I use this part of code to rotate my object while some mouse button is pressed. It works just fine.

var angles = transform.eulerAngles;

y = angles.x;

y -= mouseY * ySpeed * 0.02;

transform.rotation = Quaternion.Euler(y, reflector.transform.eulerAngles.y, 0);

but i want to initiate this rotation at start so it doesnt jump to this rotation when you press the mouse button. But when i do it, it completely distorts the object. I dont understand why, because exactly this code works then perfectly without any issue. Object is distorted like on one scale axis, it looks to me like that, but when i check its parameters in inspector only parameter changing is the x rotation as it should.

I would be very grateful for any help as i am totaly lost on this.

Thanks

Luke

When one object has different scales in some axes, its children will get skewed if rotated - the docs mention this in Transform.lossyScale.