Typical hierarchy:
Player
└── Camera
Horizontal rotation usually affects the player, while vertical rotation affects the camera.
Vector2 look =
Mouse.current.delta.ReadValue();
pitch -= look.y * sensitivity;
pitch = Mathf.Clamp(
pitch,
-90f,
90f
);
transform.localRotation =
Quaternion.Euler(
pitch,
0f,
0f
);
player.Rotate(
Vector3.up *
look.x *
sensitivity
);
Lock the cursor:
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;