transform.rotation.y + speed ?

Hi everyone. Im new to Unity , gotta say its pretty sweet though. That said, heres an issue i am having. Im just toying with some simple scripts and objects, so i rigged some simple movements to my Main Camera. What i notice is that as i turn in a direction and begin reaching the lowest OR highest decimal, the camera turn speed begins to slow down. Can someone explain why this is. I would like to have it maintain a constant velocity if possible. Thanks for your replies.

Heres my simple script, in case anyone wants to verify what im trying to describe.

function FixedUpdate () {
	CheckMovement();
}

function CheckMovement(){
	if(Input.GetKey(KeyCode.UpArrow))
	{
		transform.Translate(Vector3.forward * Time.deltaTime);
	}
	if(Input.GetKey(KeyCode.DownArrow))
	{
		transform.Translate(-Vector3.forward * Time.deltaTime);
	}
	if(Input.GetKey(KeyCode.LeftArrow))
	{
		transform.rotation.y -= 0.05;
		if(transform.rotation.y <= -0.96)
		{
			transform.rotation.y = 0.95;
		}
	}
	if(Input.GetKey(KeyCode.RightArrow))
	{
		transform.rotation.y += 0.05;
		if(transform.rotation.y >= 0.96)
		{
			transform.rotation.y = -0.95;
		}
	}
	print(transform.rotation.y);
}

transform.rotation is a quaternion; don’t alter it directly unless you know what you’re doing. Look in the standard MouseLook script for how to limit rotations.

–Eric

Well im not really trying to limit it, more so i am trying to free it from limited turn around the y axis. This seemed to be what i needed i think, or at least as of now , its working great.

transform.Rotate(-Vector3.up, 60*Time.deltaTime);