title: Issue with Main Camera and Player on Spherical Surface
body: <p>I try to create a circular world where the player can move, the code of the player is:</p>
  
  <pre><code>public class Player : MonoBehaviour {
  
      public float speed = 10f;
      private Rigidbody rb;
  
      private float horizontal = 0f;
      private float vertical = 0f;
  
      private void Start()
      {
          rb = GetComponent&lt;Rigidbody&gt;();
      }
  
      // Update is called once per frame
      void Update () {
          horizontal = Input.GetAxis("Horizontal") * speed * Time.deltaTime;
          vertical = Input.GetAxis("Vertical") * speed * Time.deltaTime;
      }
  
      private void FixedUpdate()
      {
          Vector3 origin = Vector3.zero;
  
          Quaternion hq = Quaternion.AngleAxis(-horizontal, Vector3.up);
          Quaternion vq = Quaternion.AngleAxis(vertical, Vector3.right);
  
          Quaternion q = hq * vq;
  
          rb.MovePosition(q * (rb.transform.position - origin) + origin);
          transform.LookAt(Vector3.zero);
      }
  }
  </code></pre>
  
  <p>and works perfect, now I try to create a camera that follows the player in the circular world but doesn't work this:</p>
  
  <pre><code>using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  
  public class seguid : MonoBehaviour {
  
      public Transform PlayerTransform;
      private Vector3 _cameraOffset;
  
      [Range(0.01f, 1.0f)]
      public float SmoothFactor = 0.5f;
  
      // Use this for initialization
      void Start () {
          _cameraOffset = transform.position - PlayerTransform.position;
      }
  
      // Update is called once per frame
      void Update () {
          Vector3 newPos = PlayerTransform.position + _cameraOffset;
          transform.position = Vector3.Slerp(transform.position, newPos, SmoothFactor);
      }
  }
  </code></pre>