transform.rotation is the wrong value

When trying to rotate the camera, the position of the player is getting the wrong value, no idea why. As illustrated in this picture the Y position says 226 while the Debug says 18:

Very odd and annoying bug, here is my code:

using UnityEngine;
using System.Collections;

public class MouseLookController : MonoBehaviour {
	
	public float lookSensitivity = 5.0f;
	public float smoothDamp = 0.1f;
	
	public GameObject playerModel;
	
	public float yRotation;
	public float xRotation;
	public float currentYRotation;
	public float currentXRotation;
	public float yRotationV;
	public float xRotationV;
	
	
	
	void Start () {
		if(rigidbody)
			rigidbody.freezeRotation = true;
					
			
//		Screen.lockCursor = true;
	}
	
	
	
	void FixedUpdate () {
		float playerRotationX = playerModel.transform.localRotation.x * 20;
		float playerRotationY = playerModel.transform.localRotation.y * 20;
		Debug.Log(playerRotationY);
	
		yRotation += Input.GetAxis ("Mouse X") * lookSensitivity * Time.deltaTime;
		xRotation -= Input.GetAxis ("Mouse Y") * lookSensitivity * Time.deltaTime;
		
//		xRotation = Mathf.Clamp (xRotation, -80 - playerRotationX, 80 + playerRotationX);
//		yRotation = Mathf.Clamp (yRotation, -50 - playerRotationY, 50 + playerRotationY);
		
		currentXRotation = Mathf.SmoothDamp (currentXRotation + playerRotationX, xRotation ,ref xRotationV, smoothDamp);
		currentYRotation = Mathf.SmoothDamp (currentYRotation + playerRotationY, yRotation ,ref yRotationV, smoothDamp);
		
		Camera.main.transform.rotation = Quaternion.Euler (currentXRotation + playerRotationX, currentYRotation + playerRotationY, 0.0f);
	}
}

With the

float playerRotationX = playerModel.transform.localRotation.x * 20;
float playerRotationY = playerModel.transform.localRotation.y * 20;

I have it * 20 because otherwise it’s going to be about 0.9 or so, thus not visible moving really. I have no idea what is causing this breaking bug, and it’s very annoying. If you could help me, that would be appreciated!

Rotation is measured in code for Unity by Quaternions. What’s shown in the inspector is the Euler angle. If you want to view the Euler angle for the rotational value of the object then use this.

playerModel.transform.localRotation.eulerAngles.x