Transform.LookAt snaps back to it's last location

I am using the First Person Controller. I am trying to set it up so that when my character goes to sleep they wake up looking at a certain point in the room. My code disables all scripts on the player, looks at the object and then re-enables all the scripts after about 3 seconds. This all works swimmingly.

My problem is that as soon as the scripts on the player are re-enabled the camera immediately returns to its last position before it called LookAt. I’m fairly certain that this is being caused by the FPC telling the camera to look at a certain point dictated by the mouse movement but I’m not entirely sure and I don’t know how I’d fix that.

Yes, it is the MouseLook. Whenever you rotate the camera, you have to set the values in the MouseLook as well, so it does not rotate immediately back to the old target values.

I am using this method in my MouseLook class (cannot really remember if it was there from the beginning or if I wrote it ^^):

internal void Reset(Quaternion rotation) {
        Vector3 rotEuler = rotation.eulerAngles;
        Quaternion camRot = Quaternion.Euler(rotEuler.x, 0, 0);
        Quaternion playerRot = Quaternion.Euler(0, rotEuler.y, 0);
        m_CharacterTargetRot = playerRot;
        m_CameraTargetRot = camRot;

BTW: My answers still have over a day delay because of moderation if anybody wonders why I am answering closed question. They are not answered at the time I try to… XD