Unity Input System Mouse (Delta) not responding

I have an issue and I cannot figure it out. Do I need to create a seprate action for Mouse X and Mouse Y that uses passthrough on Axis when using the new input system or can I just use straight Mouse Delta to cover both the X and Y using a value and vector 2
Currently I’m just using Mouse Delta with a value and Vector 2 and it is not working, but how do I call on the separate X and Y delta and also is onEnable correct or am I suppose to be using something different when using the mouse?

Old Script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerCamera : MonoBehaviour
{
    public float sensitivityX;
    public float sensitivityY;

    public Transform orientation;

    float xRotation;
    float yRotation;

    private void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;
    }

    private void Update()
    {
        // Mouse Input
        float mouseX = Input.GetAxisRaw("Mouse X") * Time.smoothDeltaTime * sensitivityX;
        float mouseY = Input.GetAxisRaw("Mouse Y") * Time.smoothDeltaTime * sensitivityY;

        yRotation += mouseX;

        xRotation -= mouseY;
        xRotation = Mathf.Clamp(xRotation, -90f, 90f);

        // mouse orientation & rotation
        transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
        orientation.rotation = Quaternion.Euler(0, yRotation, 0);
    }
}

Now the script above works no issues to speak of, but as soon as I try to change things around to fit the new input system the script stops working completely and there are no errors or prompts when testing. the camera just does not move.

New Script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerCamera : MonoBehaviour
{
    public float sensitivityX;
    public float sensitivityY;

    public Transform orientation;

    public PlayerControls playerInput;
    private InputAction look;

    float xRotation;
    float yRotation;

    Vector2 lookAt;
        private void OnEnable()
    {
        look = playerInput.Player.Look;
        look.Enable();
    }
    private void OnDisable()
    {
        look.Disable();
    }
    private void Awake()
    {
        playerInput = new PlayerControls();
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;
    }
    private void Update()
    {
        Look();
    }
    private void Look()
    {
        lookAt = look.ReadValue<Vector2>();
        // Mouse Input
        float mouseX = lookAt.x * sensitivityX * Time.deltaTime;
        float mouseY = lookAt.y * sensitivityY * Time.deltaTime;

        yRotation += mouseX;

        xRotation -= mouseY;
        xRotation = Mathf.Clamp(xRotation, -90f, 90f);

        // mouse orientation & rotation
        transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
        orientation.rotation = Quaternion.Euler(0, yRotation, 0);
    }
}


I’m not sure what I’m doing wrong here could someone help me or at lease explain where I have gone wrong? Also my look action has an action type of value and a control type of Vector2

I reloaded this project twice last night including the scripts. I go to open the project this morning and it lets me know that my inputs are not being read on the back end, and it asked if I wanted to enable something on the backend to allow my inputs to be read. So now it works, not sure what was wrong but yeah, I guess I fixed it.