Does not add GameObject to Array Can Someone please help

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

public class Clear : MonoBehaviour
{
public GameObject Vamera;

public GameObject[ ] GameArray;

public static bool CheckCam;
public int CameraSelection = 0;

// Start is called before the first frame update

void Start()
{
GameArray = new GameObject[MiniMapSpawningCameras.MaxCamCountInt];
GameArray[MiniMapSpawningCameras.CamInInt] = Vamera;
Vamera.transform.parent = GameObject.Find(“CameraHolder”).transform;
Vamera.GetComponent().enabled = false;

}
// Update is called once per frame
void Update()
{

GameArray = new GameObject[MiniMapSpawningCameras.MaxCamCountInt];
GameArray[MiniMapSpawningCameras.CamInInt - 1].gameObject.GetComponent().enabled = false;

if (Input.GetKeyDown(KeyCode.Delete)){
Destroy(Vamera);

}
if(MiniMapSpawningCameras.CameraViewer == false)
{

}
}
public void NextCamera()
{

GameArray = new GameObject[MiniMapSpawningCameras.MaxCamCountInt];

if(CameraSelection > MiniMapSpawningCameras.MaxCamCountInt)
{
CameraSelection = 0;
}
else
{
CameraSelection += 1;
}
}
public void PreviousCamera()
{

GameArray = new GameObject[MiniMapSpawningCameras.MaxCamCountInt];

if (CameraSelection <= 0)
{
CameraSelection = MiniMapSpawningCameras.MaxCamCountInt;
}
else
{
CameraSelection -= 1;
}
}

}
MiniMapSpawningCameras
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;

public class MiniMapSpawningCameras : MonoBehaviour
{
public GameObject MapCam;
public GameObject person;
public GameObject Plus;
public GameObject Minus;
public GameObject TV;
public GameObject Light;
public GameObject CameraSpawnpoint;
public GameObject NeonCam;
public GameObject Eyes;
public GameObject UIToShow;
public GameObject TheMouses;

public GameObject Arrows;

public Animator MaxCamsError;

public GameObject[ ] Cameras;
public GameObject[ ] CameraClones;

public Text CameraCounter;
public Text MaxCameras;

public Slider MaxCams;

private float height;
public float heightChange;
private float MaxCamCount;
private float CamCount;

private Vector3 personVector3;
private Vector3 CameraSpawn;

public static bool NeonCamOn;
public static bool CameraViewer;

public static int CamInInt;
public static int MaxCamCountInt;

private void Start()
{

NeonCamOn = false;

}

public void ChangeUp()
{
if(height <= 9000 - heightChange + 1)
{
height += heightChange;
}

}
public void ChangeDown()
{

if (height >= personVector3.y + 4)
{
height -= heightChange;
}

}
void CameraSpawner()
{
CameraSpawn = CameraSpawnpoint.transform.position;
CameraClones[0] = Instantiate(Cameras[0], CameraSpawn, Eyes.transform.rotation) as GameObject;
CamCount += 1;
NeonCamOn = false;
}

void Update()
{
MaxCamCountInt = (int)MaxCamCount;
CamInInt = (int)CamCount;
MaxCamCount = MaxCams.value;
MaxCameras.text = MaxCams.value.ToString();
CameraCounter.text = CamCount.ToString();
if (Input.GetKeyDown(KeyCode.Delete))
{
CamCount = 0;
}
if (Input.GetKeyDown(KeyCode.Tab))
{
CameraViewer = !CameraViewer;
}
if (CameraViewer == true)
{
Arrows.SetActive(true);
NeonCamOn = false;
UIToShow.SetActive(true);
Plus.SetActive(false);
Minus.SetActive(false);
MapCam.SetActive(false);
TV.SetActive(true);
Light.SetActive(true);
person.GetComponent().enabled = false;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
else if (CameraViewer == false)
{

Arrows.SetActive(false);
Plus.SetActive(true);
Minus.SetActive(true);
MapCam.SetActive(true);
TV.SetActive(false);
Light.SetActive(false);
person.GetComponent().enabled = true;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
UIToShow.SetActive(false);
}

if (NeonCamOn == true)
{
TheMouses.SetActive(true);
NeonCam.SetActive(true);

}
else
{
NeonCam.SetActive(false);
TheMouses.SetActive(false);
}
if (Input.GetKeyDown(KeyCode.Alpha1) || NeonCamOn == true && Input.GetMouseButtonDown(1))
{
NeonCamOn = !NeonCamOn;
}
if (Input.GetMouseButtonDown(0) && NeonCamOn == true && CamCount < MaxCamCount)
{
CameraSpawner();

}
else if (Input.GetMouseButtonDown(0) && NeonCamOn == true && CamCount == MaxCamCount)
{

MaxCamsError.Play(“text Fade”);
MaxCamsError.Play(“New State”);
NeonCamOn = false;

}

if (height < personVector3.y + 3)
{
height = personVector3.y + 3;
}
if (height > 9000 - heightChange + 5)
{
height = 9000;
}
personVector3 = person.transform.position;
if (Input.GetKeyDown(KeyCode.DownArrow))
{
ChangeUp();
}
if (Input.GetKeyDown(KeyCode.UpArrow))
{
ChangeDown();
}
Vector3 mapTotal = new Vector3(person.transform.position.x, height , person.transform.position.z);
MapCam.transform.position = mapTotal;
}
}
ill will be appreciative if someone can help

First off, please use code tags as described here Using code tags properly as it is difficult to read code without formatting.

Second, could you please be more specific about what you need help with? You’ve just said vaguely that something is not adding a GameObject to an array. Which GameObject? Which Array? Which line of code is not producing the results you’re expecting? You’ve dumped a lot of code here.

I would assume the array in question is GameArray, and the game objects would be
public GameObject MapCam;
public GameObject person;
public GameObject Plus;
public GameObject Minus;
public GameObject TV;
public GameObject Light;
public GameObject CameraSpawnpoint;
public GameObject NeonCam;
public GameObject Eyes;
public GameObject UIToShow;
public GameObject TheMouses;