How to make planet walker camera ?

like this camera

If you are talking about the movement of the block on the mesh, try the script by me that is in the last comment in this question:

As for the camera movement, it looks like a standard SmoothFollow script. If you do Assets > Import Package > Scripts, you will get this script.

In the comments section of this video the creator visioneleven says:

The script is very simple. I just rotate the whole world with key arrows. All the yellow enemys are rigidbodys with gravity disabled. I
did the gravity with these single line of code:

object.rigidbody.velocity += (centerax.transform.position - object.transform.position).nor­malized * 10 * Time.deltaTime; 

Centerax is the center of the planet…

Also this skript could help for a body-to-body gravity:

You could try the script posted in the question Walking On Walls - it uses a rigidbody character that can walk over any surface, even upside down.

using UnityEngine;
using System.Collections;

public class mooove : MonoBehaviour {
	public float moveSpeed = 0.1f;
	public float turnSmoothing = 15f;
	// Use this for initialization
	void Start () {
	// Update is called once per frame
	void FixedUpdate () {
		float h = Input.GetAxis("Horizontal")* moveSpeed * Time.deltaTime;
		//transform.position += transform.right * h;
	    float v = Input.GetAxis("Vertical")* moveSpeed * Time.deltaTime;
		//transform.position += transform.forward * v;
		if(h != 0f || v != 0f)
		transform.position += transform.right * .05f;
	void MovementManagement (float horizontal, float vertical)
        // If there is some axis input...
        if(horizontal != 0f || vertical != 0f)
            // ... set the players rotation and set the speed parameter to 5.5f.
            Rotating(horizontal, vertical);
			//Vector3 targetDirection1 = new Vector3(horizontal, 0f, vertical);
    void Rotating (float horizontal, float vertical)
        // Create a new vector of the horizontal and vertical inputs.
        Vector3 targetDirection = new Vector3(horizontal, 0f, vertical);
		//transform.position += transform.TransformDirection(targetDirection);
        // Create a rotation based on this new vector assuming that up is the global y axis.
        Quaternion targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
        // Create a rotation that is an increment closer to the target rotation from the player's rotation.
        Quaternion newRotation = Quaternion.Lerp(rigidbody.rotation, targetRotation, turnSmoothing * Time.deltaTime);
        // Change the players rotation to this new rotation.