Somehow, when changing in x and y axis, z axis is also changed.

I can’t sleep because of this, I really cant understand the problem.

I tried the Transform.Rotate method and also by calculating the resulting quaternions to check if it was a bug with the method or something but the result is the same.

```
Vector3 newHeadRotationDelta = Vector3.zero;
newHeadRotationDelta += Vector3.up * xInput * mouseSensibility * Time.deltaTime;
newHeadRotationDelta += Vector3.left * yInput * mouseSensibility * Time.deltaTime;
var newQuat = headObj.localRotation * Quaternion.Euler(newHeadRotationDelta);
headObj.localRotation = newQuat;
```

If someone can help me figure it out, I’d be much appreciated, this is driving me crazy.

Thanks

EDIT: Added more code for clarity