How can I add the xRotation value to the game without breaking the camera rotation.. If I use targetCameraRotation, the camera spins so fast on all axis that you can't really use that. For now I have set targetPlayerRotation for the rotation of camera. So the camera can now rotate horizontally as supposed to but I want to move it vertically as well.```cs
void Update()
{
UpdateCameraPosition();
float mouseX = Input.GetAxis("Mouse X") * (mouseSensitivity * 10) * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * (mouseSensitivity * 10) * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
targetCameraRotation *= Quaternion.Euler(xRotation, mouseX, 0f);
targetPlayerRotation *= Quaternion.Euler(0f, mouseX, 0f);
player.rotation = Quaternion.Lerp(player.rotation, targetPlayerRotation, playerRotationSmoothness * Time.deltaTime);
transform.rotation = Quaternion.Lerp(transform.rotation, targetPlayerRotation, playerRotationSmoothness * Time.deltaTime);
}
