// FixedUpdate is called every frame, when the physics are calculated
    void FixedUpdate()
    {
        if (target != null)
        {
            // Find the right position between the camera and the object
            lerpedPosition   = Vector3.Lerp(transform.position, target.position, Time.deltaTime * 10f);
            lerpedPosition.z = -10f;
        }



        if (target != null)
        {
            // Move the camera in the position found previously
            transform.position = lerpedPosition;


            // Apply shake effect, if any
            transform.position += _shake.GetDeltaVec();

            // Bounds the camera to the limits (if enabled)
            if (limitBounds)
            {
                Vector3 bottomLeft = _camera.ScreenToWorldPoint(Vector3.zero);
                Vector3 topRight   = _camera.ScreenToWorldPoint(new Vector3(_camera.pixelWidth, _camera.pixelHeight));
                Vector2 screenSize = new Vector2(topRight.x - bottomLeft.x, topRight.y - bottomLeft.y);

                Vector3 boundPosition = transform.position;
                if (boundPosition.x > right - (screenSize.x / 2f))
                {
                    boundPosition.x = right - (screenSize.x / 2f);
                }
                if (boundPosition.x < left + (screenSize.x / 2f))
                {
                    boundPosition.x = left + (screenSize.x / 2f);
                }

                if (boundPosition.y > top - (screenSize.y / 2f))
                {
                    boundPosition.y = top - (screenSize.y / 2f);
                }
                if (boundPosition.y < bottom + (screenSize.y / 2f))
                {
                    boundPosition.y = bottom + (screenSize.y / 2f);
                }
                transform.position = boundPosition;
            }
        }
    }