This script works in editor but not in build

When i play my game everything works but for some reason this script in particular doesn’t work, when i play the camera can’t rotate.

using UnityEngine;
using System.Collections;
using Mirror;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour
    public GameObject PlayerBody;

    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    public float sensitivityX = 15F;
    public float sensitivityY = 15F;

    public float minimumX = -360F;
    public float maximumX = 360F;

    public float minimumY = -60F;
    public float maximumY = 60F;

    bool lockstate;

    float rotationY = 0F;

    void Update()
        if (Cursor.lockState == CursorLockMode.None)
        float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * PlayerPrefs.GetInt("Sensitivity");

        rotationY += Input.GetAxisRaw("Mouse Y") * PlayerPrefs.GetInt("Sensitivity");
        rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);

        transform.localEulerAngles = new Vector3(-rotationY, 0, 0);
        PlayerBody.transform.Rotate(0, Input.GetAxisRaw("Mouse X") * PlayerPrefs.GetInt("Sensitivity"), 0);

    private void Start()
        Cursor.lockState = CursorLockMode.Locked;

Oh wait, is it because of player prefs, and its by default set to 0… imma check…
YEP! THATS WHAT IT WAS! now when prefs is set to zero it makes it 5. Holy smokes, well thats the solution if anyone else needs to know.