I solved this by creating an script from the Mouselook script. Im gonna post the code here for anyone who may be looking for something similar
using UnityEngine;
using System.Collections;
[AddComponentMenu("Camera-Control/third-person-camera")]
public class MouseLook2 : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;
public float minimumX = -360F;
public float maximumX = 360F;
public float minimumY = -60F;
public float maximumY = 60F;
float rotationY = 0F;
float rotationX = 0F;
// LateUpdate overrides character animation
void LateUpdate ()
{
if (axes == RotationAxes.MouseXAndY)
{
rotationX += Input.GetAxis ("Mouse X") * sensitivityX;
rotationX = Mathf.Clamp (rotationX, minimumX, maximumX);
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(0, rotationX, -rotationY);
}
}
void Start ()
{
// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}
}