When i look around in my FPS my controls get inverted and rotate with the camera!!!,

while i was making my fps in unity 2019.4.17f1 i stumbled upon a problem, when i turned around my movement controls got flipped according to the axis i was looking at. Here is the code (i used a brackeys tutorial so there is a look script and a movement script).
Movement Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;

public float speed = 12f;
public float gravity = -9.81f;
public float jumpHeight = 3f;

public Transform GroundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;

Vector3 velocity;
bool isGrounded;

// Update is called once per frame
void Update()
{
    isGrounded = Physics.CheckSphere(GroundCheck.position, groundDistance, groundMask);

    if(isGrounded && velocity.y < 0)
    {
        velocity.y = -2f;
    }

    float x = Input.GetAxis("Horizontal");
    float z = Input.GetAxis("Vertical");

    Vector3 move = transform.right * x + transform.forward * z;

    controller.Move(move * speed * Time.deltaTime);

    if(Input.GetButtonDown("Jump") && isGrounded)
    {
        velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
    }

    velocity.y += gravity * Time.deltaTime;

    controller.Move(velocity * Time.deltaTime);
}

}

Looking Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MouseLook : MonoBehaviour
{
public float mouseSpeed = 100f;
public Transform playerBody;
float xRotation = 0f;
float yRotation = 0f;

void Start()
{
    Cursor.lockState = CursorLockMode.Locked;
}
void Update()
{
    float mouseX = Input.GetAxis("Mouse X") * mouseSpeed * Time.deltaTime;
    float mouseY = Input.GetAxis("Mouse Y") * mouseSpeed * Time.deltaTime;

    xRotation -= mouseY;
    xRotation = Mathf.Clamp(xRotation, -90f, 90f);
    yRotation += mouseX;
    transform.localRotation = Quaternion.Euler(xRotation, yRotation, 0f);

}

}

I think the problem might be in your camera script. You added yRotation += mouseX I don’t see that in brackeys’ script In the video.

Just with a quick glance, I see you may want/need to base your movement off the camera’s rotation. If so, try making a variable for your MouseLook script at the top of your ‘PlayerMovement’ script and get reference to it via inspector or assigning it at the start:

MouseLook mouseLook;

Start(){
   mouseLook = FindObjectOfType<MouseLook>(); //or something like this, so it isn't null
}

then, you can modify that move calculation after the fact and apply the camera’s rotation, like so:

 ...
    Vector3 move = transform.right * x + transform.forward * z;
    move = mouseLook.transform.rotation * move;  // <--- add this
    controller.Move(move * speed + Time.deltaTime);
...

I hope this helps / is somewhat what you were looking for.