Ok, maybe the way is not quiete right:
// If right mouse ORBIT
if (Input.GetMouseButton(1))
{
xDeg += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
yDeg -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
////////OrbitAngle
//Clamp the vertical axis for the orbit
yDeg = ClampAngle(yDeg, yMinLimit, yMaxLimit);
// set camera rotation
desiredRotation = Quaternion.Euler(yDeg, xDeg, 0);
currentRotation = transform.rotation;
As far as I can see, the Y Rotation is limited by "ClampAngle" - I cant find that in the PM actions. Another thing is, the script seems to calculat with Degrees, not Vector3 values. Maybe a similar FSM setup (with Quaternion?) will be possible?!
Thanks for support!