Float the camera back to his position

I have camera around my player, when I hold down right click it’ll rotate around the player. But when I release the right click, I want it to go back to its original position/rotation.
To rotate:

 if(Input.GetMouseButton(1) == true)
			rotateSpeed =  Input.GetAxis("Mouse X") * speed;
    	transform.RotateAround(player.transform.position, Vector3.up, rotateSpeed);

When the camera isn’t rotating anymore, a timer will count down from 3 seconds, after this the camera should float nicely back to the standard position, I thought to reverse the actions but this doesn’t work:

public void ReturnCamera()
		if(timeLeft <= 0)
                    //changed Vector3.up to vector3.down
			transform.RotateAround(player.transform.position, Vector3.down, rotateSpeed);
			timeLeft = 3;
  • Place an empty game object at the same position and rotation of your character.
  • Make that empty game object a child of the character
  • Place your camera so that is is look at the back of your character just the want you want it.
  • Make the camera a child of the empty game object.

Attach this script to the empty game object:

#pragma strict

var speed = 5.0;
var returnSpeed = 90.0;

function LateUpdate() {
Debug.Log(Input.GetAxis("Mouse X"));
	if(Input.GetMouseButton(1) == true) {
			var rotateSpeed =  Input.GetAxis("Mouse X") * speed;
			var q = Quaternion.AngleAxis(rotateSpeed, Vector3.up);
			transform.localRotation = q * transform.localRotation;
		transform.localRotation = Quaternion.RotateTowards(transform.localRotation, Quaternion.identity, returnSpeed * Time.deltaTime);

It uses local rotation, so the empty/game object will always follow the rotation of the character. A local rotation of (0,0,0), which is Quaternion.identity, will place the camera back behind the character.