Camera Orbit around Planet

I’m creating a game in Unity3D that requires the player to be in control of a planet. I want the camera to move around the planet and rotate in the vector direction of the mouse when the player is holding down the right click anywhere on the screen. I have code written out. However, the player is only able to rotate the camera around the planet if the mouse is on the planet, and throws a “InvalidOperationException: Nullable Object must have a value” error if it is off the planet. How do I change it so that the camera will rotate around the planet even if the mouse is not on the planet? Also, I need the camera to zoom in and out using the scroll on the mouse, and I’m not entirely sure how to do that? Thank you in advance.

public class NewCameraScript : MonoBehaviour {

    private Vector3? mouseStartPosition;
    private Vector3? currentMousePosition;

    [Header("Settings")]
    public float planetRadius = 100f;
    public float distance;
    public float zoomSensitivity;
    public float maxZoom;
    public float minZoom;
    public float slowZoomValue;
    public GameObject planet;


    void Start()
    {
        // Cameras initial position
        Camera.main.transform.position = new Vector3(planet.transform.position.x, planet.transform.position.y, planet.transform.position.z - distance);
        Camera.main.transform.LookAt(planet.transform.position);
    }


    private void LateUpdate()
    {
        if (Input.GetMouseButtonDown(1))
            mouseStartPosition = GetMouseHit();

        if (mouseStartPosition != null)
            DragPlanet();

        if (Input.GetMouseButtonUp(1))
            StaticPlanet();
            
    }


    private void DragPlanet()
    {
        currentMousePosition = GetMouseHit();
        RotateCamera((Vector3)mouseStartPosition, (Vector3)currentMousePosition);
    }


    private void StaticPlanet()
    {
        mouseStartPosition = null;
        currentMousePosition = null;
    }


    private void Zoom()
    {

    }


    private void RotateCamera(Vector3 dragStartPosition, Vector3 dragEndPosition)
    {
        //normalised for odd edges
        dragEndPosition = dragEndPosition.normalized *planetRadius;
        dragStartPosition = dragStartPosition.normalized * planetRadius;

        // Cross Product
        Vector3 cross = Vector3.Cross(dragEndPosition, dragStartPosition);

        // Angle for rotation
        float angle = Vector3.SignedAngle(dragEndPosition, dragStartPosition, cross);

        //Causes Rotation of angle around the vector from Cross product
        Camera.main.transform.RotateAround(planet.transform.position , cross, angle);
    }


    private static Vector3? GetMouseHit()
    {
        RaycastHit hit;

        if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit))
        {
            return hit.point;
        }
        return null;
    }

}

do you want to rotate the planet? or do you want to rotate around the planet.
I personally would suggest rotate around: Unity - Scripting API: Transform.RotateAround
you could then run

void Update()
    {
        if (Input.GetButtonDown("Fire1"))
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(ray))
                {
                 ...code here to identify if y+/- center and x+/- center and 
                    rotate around by a specific amount based on x and Y
                }
        }
    }