Quaternions cancels transform.Rotate
I am working on a game where you play as a Drone, so I have a Quaternion.Euler controller your angle for hovering and use transform.Rotate to control the drone rotation. The problem I am having is that both lines of code work fine until you put them together, then Quaternion takes over the Rotate and you cant rotate the player. Here is my code:
 Rigidbody rig;
     float PlayerHeight;
     float MoveX;
     float MoveZ;
     float RotY;
     bool FlyUp;
     public int thrust;
     private void Start()
     {
         rig = GetComponent<Rigidbody>();
 
     }
     void Update () {
         MoveX = Input.GetAxis("Horizontal");
         MoveZ = Input.GetAxis("Vertical");
         RotY = Input.GetAxisRaw("Y Rotation");
         FlyUp = Input.GetButtonDown("Fly Up");
         Vector3 movement = new Vector3(MoveX, 0.0f, MoveZ);
         movement.Normalize();
         rig.AddForce(movement * thrust);
         transform.rotation = Quaternion.Euler(MoveZ * 20,  0.0f,-MoveX * 20);
         transform.Rotate(0, RotY * 5, 0, Space.World);
     }
 
               I know that the problem is that the quaternion y is set to 0.0f, so when I try to rotate it only moves 5 on y instead of continuously adding 5, but I don't know an alternative to it without getting errors. Any help would be appreciated.
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