Hello

Im trying to make a simple swipe to look/ pan script but am unsure how to make subsequent swipes additive to the players rotation, rather than snapping back to a central position. I have tried adding the swipe delta to the players current rotation but am unsure of the correct implementation for this. Current code below.
Thanks.

 void TouchActions()
    {
        if (Input.touchCount > 0)
        {
            Touch touch = Input.touches[0];  //  register touches

            if (touch.phase == TouchPhase.Began)
            {
                touchStartPosition = touch;  // get position of first touch
                playerStartPosition = transform.position;  // get initial player position
            }

            else if (touch.phase == TouchPhase.Moved)
            {
                float deltaX = (touchStartPosition.position.x - touch.position.x);
                float deltaY = touchStartPosition.position.y - touch.position.y;
                transform.eulerAngles = new Vector2(0, -deltaX) * lookSpeed;  // left/right
            }

            else if (touch.phase == TouchPhase.Ended)
            {
                touchStartPosition = new Touch();
            }
        }
    }

Okay
I did my googles and found that I needed to get player rotation as a Quaternion and multiply by touch delta. Seems to work ok.

void TouchActions()
    {
        if (Input.touchCount > 0)
        {
            Touch touch = Input.touches[0];  //  register touches

            if (touch.phase == TouchPhase.Began)
            {
                touchStartPosition = touch;  // get position of first touch
                playerStartPosition = transform.rotation;  // get player begin rotation
            }

            else if (touch.phase == TouchPhase.Moved)
            {
                float deltaX = touchStartPosition.position.x - touch.position.x;
                float deltaY = touchStartPosition.position.y - touch.position.y;
               
                rotationY = Quaternion.Euler(0, -deltaX * lookSpeed, 0);
                transform.rotation = playerStartPosition * rotationY;
            }

            else if (touch.phase == TouchPhase.Ended)
            {
                touchStartPosition = new Touch();
            }
        }
    }