rotation of child object inside another simultaneously rotated object

Hi - I’m getting some weird things happening when I rotate a child object inside its parent. Currently, the elements rotate with these functions:

parent.transform.rotation = Quaternion.AngleAxis(parentRotationAmount, Vector3.up); //rotating around the Y axis
child.transform.rotation = Quaternion.AngleAxis(childRotationAmount, Vector3.right); //rotating around the X axis

which works if neither of them are rotating simultaneously, but if, as is the case in my game, the child object needs to rotate at the same time as the parent, what I get is that the child doesn’t maintain its proper orientation to its parent (should be rotating only on the x axis, not y). Anybody know how I can fix this?

You need to use child.transform.localRotation and then it will move inside the parent’s rotation. At the moment you are setting the global rotation and that is an absolute not a relative one.