Beware that camera work is REALLY HARD. You might want to just use Cinemachine from Unity Package Manager.
If you want to persist and figure out what’s going on, use lots of different tutorials to see how camera stuff is traditionally done (I am not retyping it here for you, it’s already up on Youtube).
When you are working, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.
Doing this should help you answer these types of questions:
- is this code even running? which parts are running? how often does it run? what order does it run in?
- what are the values of the variables involved? Are they initialized? Are the values reasonable?
Knowing this information will help you reason about the behavior you are seeing.
You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene
You could also just display various important quantities in UI Text elements to watch them change as you play the game.
If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.
Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:
Finally if you have a specific question, here is how to report your problem productively in the Unity3D forums:
How to understand compiler and other errors and even fix them yourself:
If you post a code snippet, ALWAYS USE CODE TAGS:
How to use code tags: Using code tags properly