Camera 360 not following parent

This Camera script zooms and orbits around Player with mouse. The problem is that when i rotate my player the camera stays still.

[8587-sphere+rotation.jpg|8587]

using UnityEngine;
    using System.Collections;
     
    [AddComponentMenu("Camera-Control/Mouse drag Orbit with zoom")]
    public class DragMouseOrbit : MonoBehaviour
    {
    public Transform target;
    public float distance = 5.0f;
    public float xSpeed = 120.0f;
    public float ySpeed = 120.0f;
     
    public float yMinLimit = -20f;
    public float yMaxLimit = 80f;
     
    public float distanceMin = .5f;
    public float distanceMax = 15f;
     
    public float smoothTime = 2f;
     
    float rotationYAxis = 0.0f;
    float rotationXAxis = 0.0f;
     
    float velocityX = 0.0f;
    float velocityY = 0.0f;
     
    // Use this for initialization
    void Start()
    {
    Vector3 angles = transform.eulerAngles;
    rotationYAxis = angles.y;
    rotationXAxis = angles.x;
     
    // Make the rigid body not change rotation
    if (rigidbody)
    {
    rigidbody.freezeRotation = true;
    }
    }
     
    void LateUpdate()
    {
    if (target)
    {
    if (Input.GetMouseButton(0))
    {
    velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
    velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
    }
     
    rotationYAxis += velocityX;
    rotationXAxis -= velocityY;
     
    rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
     
    Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
    Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
    Quaternion rotation = toRotation;
     
    distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
     
    RaycastHit hit;
    if (Physics.Linecast(target.position, transform.position, out hit))
    {
    distance -= hit.distance;
    }
    Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
    Vector3 position = rotation * negDistance + target.position;
     
    transform.rotation = rotation;
    transform.position = position;
     
    velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
    velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
    }
     
    }
     
    public static float ClampAngle(float angle, float min, float max)
    {
    if (angle < -360F)
    angle += 360F;
    if (angle > 360F)
    angle -= 360F;
    return Mathf.Clamp(angle, min, max);
    }
    }

Try move the last bracket of Input.GetMouseButton(0)

void LateUpdate()
    {
        if (target)
        {
            if (Input.GetMouseButton(0))
            {
                velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
                velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
            

            rotationYAxis += velocityX;
            rotationXAxis -= velocityY;

            rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);

            Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
            Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
            Quaternion rotation = toRotation;

            distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);

            RaycastHit hit;
            if (Physics.Linecast(target.position, transform.position, out hit))
            {
                distance -= hit.distance;
            }
            Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
            Vector3 position = rotation * negDistance + target.position;

            transform.rotation = rotation;
            transform.position = position;

            velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
            velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
            }
        }

    }

just make sure you attach the script in the Main Camera and
drag your sphere to target in the inspector

Hi proto

I implemented your change but did not get the result I was looking for here is an image to explain.

[8590-camera+orbit+problem.jpg|8590]