My camera rotate around my sprere but I don't have any rotate calls in my code..

This code is attached to the sphere. and in the object hierarchy camera is below the sphere.

Below is my full Code.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SphereMouseInput : MonoBehaviour {

// Use this for initialization
public GameObject gamePlane;
private Vector3 gameplaneRenderBound;
private double gameplaneWidth;
private double gameplaneHeight;
private Vector3 StartInput;
private Vector3 EndInput;
private Vector3 MouseVector;
private Vector3 MouseVectorNormal;
private Vector3 SphereDirection;
public Transform target;
private float speed = 5.0f;
private float dotVec;

void Start () {
StartInput = new Vector3(0.0f, 0f);
EndInput = new Vector3(0.0f, 0f);
gameplaneRenderBound = gamePlane.GetComponent().bounds.size;
gameplaneWidth = gameplaneRenderBound.x * 0.5; //x = 24
gameplaneHeight = gameplaneRenderBound.z + 5; // z = 40

//I just set to the some point. and made my spere to move forward.
// Camera is under my sphere.
SphereDirection = new Vector3(3.0f, 0.245f, 20.0f);

}

void Update () {
if (Input.GetMouseButtonDown(0)) {

StartInput = Input.mousePosition;
}
else if(Input.GetMouseButtonUp(0)){
EndInput = Input.mousePosition;
}
MoveThis();
}
void CalcutateMouseVector() {
MouseVector = EndInput - StartInput;
MouseVectorNormal = MouseVector;
MouseVectorNormal.Normalize();
dotVec= Vector3.Dot(MouseVectorNormal, Vector3.right);
Debug.Log(MouseVector.magnitude);

}
void MoveThis() {

float step = speed * Time.deltaTime;

transform.position = Vector3.MoveTowards(transform.position, SphereDirection, step);

//if (transform.position == SphereDirection) step = 0;
//I tried to make sphere stop on the arrival but it didn’t work.

}

}

Please see the stickied post about using code tags.

If the camera is a child of the sphere, and the sphere is rotating, then the camera will follow the rotation of the sphere.

thx for reply!!
but why would my sphere rotate? there’s no method related to rotation…?
is .MoveTowards give rotation to my sphere???

Does your sphere maybe have a dynamic rigidbody? Try freezing the rotation on the rigidbody in the inspector.