I wanted more of a starfox style rotation system in my game - here is how i did it!
[SerializeField]
float pitchRate, yawRate, rollRate;
private void ControlRotation()
{
float yThrow = CrossPlatformInputManager.GetAxis("Vertical");
float xThrow = CrossPlatformInputManager.GetAxis("Horizontal");
float pitch = yThrow * pitchRate;
float yaw = xThrow * yawRate;
float roll = xThrow * rollRate;
transform.localRotation = Quaternion.Euler(pitch,yaw,roll);
}