Quick answer: Apply yaw around the world up axis first, then pitch around the resulting local right axis: Quaternion.AngleAxis(yaw, Vector3.up) * Quaternion.AngleAxis(pitch, Vector3.right).
A first-person camera that tilts or rolls when you look around almost always has its yaw and pitch multiplied in the wrong order. Quaternion multiplication is order dependent. This is how to order it correctly.
How to fix it
1. Yaw in world space first
Compute yaw as a rotation about Vector3.up and apply it before pitch so the horizon stays level no matter where you look.
2. Pitch in local space second
Multiply the pitch rotation on the right so it happens about the already-yawed right axis. The expression yawQ * pitchQ reads right-to-left: pitch first locally, then yaw.
3. Track yaw and pitch as scalars
Store yaw and pitch as separate clamped floats and rebuild the quaternion each frame, rather than accumulating into the transform where order errors compound.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.