So if you change the X and Y case to this:
case RotationAxes.MouseXAndY:
{
//var rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX.Value;
rotationX += Input.GetAxis("Mouse X") * sensitivityX.Value;
rotationX = Mathf.Clamp(rotationX, minimumX.Value, maximumX.Value);
rotationY += Input.GetAxis("Mouse Y") * sensitivityY.Value;
rotationY = Mathf.Clamp(rotationY, minimumY.Value, maximumY.Value);
transform.localEulerAngles = new Vector3(-rotationY, -rotationX, 0);
}
break;
And you also add the following declaration for the rotationX variable..
float rotationY;
float rotationX;
Then i think you get something that is closer to what you are looking for. I am not sure exactly how this Action is supposed to work. The other X case i did not change.. Is this closer to what you wanted? If so i could send a whole new Action..
Q