rotation not working (maybe conflicting with mouselook script)

hi guys i have a silly question to ask that should be easy to answer but nothing is working,
after diagnosing for a few days i have decided to post my problem up here for some help to try and figure out why this wont work.

here is my mouse look script, this works perfectly fine for now. the issue is i want to animate the camera for my FPS game with some recoil and other basic things.

using UnityEngine;
using System.Collections;

public class MouseLook : MonoBehaviour {

	public float sensetivity = 5f;
	public float yRotation;
	public float xRotation;
	public float curXRot, curYRot;
	public float yRotV,xRotV;
	public float Smoothness = 0.1f;

	public bool MouseX,MouseY;
	
	void Update(){

		if (MouseY) {
			yRotation += Input.GetAxis ("Mouse X") * sensetivity;
			curYRot = Mathf.SmoothDamp (curYRot, yRotation, ref yRotV, Smoothness);
			transform.rotation = Quaternion.Euler (xRotation,yRotation, 0);
		}

		if(MouseX)
		{
			xRotation -= Input.GetAxis ("Mouse Y") * sensetivity;
			curXRot = Mathf.SmoothDamp (curXRot, xRotation, ref xRotV, Smoothness);		
			transform.rotation = Quaternion.Euler (xRotation,yRotation, 0);
			xRotation = Mathf.Clamp(xRotation, -90, 90);
		}


	}    
	
}

i had tried to just firstly rotate the camera on the X axis with (I tried it in both update and lateUpdate) i thought it could be conflicting with my mouselook script. and i have a good feeling it is conflicting iwth it, what happens is the rotation starts and flickers. i had put the same code on a cude and it rotates perfectly. my initial goal with this rotation is to add it to a recoil effect. on the X and Y axis. this is to rotate the camera by the way.

void LateUpdate()
{
transform.Rotate(0,20*Time.deltaTime,0);
}

much appreciate the input to help resolve the rotation error i’m getting.

Try having the camera as child to the game object taking the recoils and other effects.

Use transform.localRotation in the MouseLook script to ensure the parent and child rotations will compose instead of the camera overrinding all information from above in the hierarchy.