ERROR 15,36 An object reference is required to access non-static members UnityEngine.Transform.Find(string)

Script:

using UnityEngine;
using System.Collections;

public class CarCamera2 : MonoBehaviour {
	private Transform target;
	public float distance = 3.0f;
	public float height = 3.0f;
	public float damping = 5.0f;
	public bool smoothRotation = true;
	public bool followBehind = true;
	public float rotationDamping = 10.0f;
		
	void Start () 
	{
		target = Transform.Find("CameraTarget");
	}

	void FixedUpdate () {
		Vector3 wantedPosition;
		if(followBehind)
			wantedPosition = target.TransformPoint(0, height, -distance);
		else
			wantedPosition = target.TransformPoint(0, height, distance);

		transform.position = Vector3.Lerp (transform.position, wantedPosition, Time.deltaTime * damping);

		if (smoothRotation) {
			Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
			transform.rotation = Quaternion.Slerp (transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
		}
		else transform.LookAt (target, target.up);
	}
}

This will correct the error

using UnityEngine;
using System.Collections;

public class CarCamera2 : MonoBehaviour
{
    private Transform target = null;
    public float distance = 3.0f;
    public float height = 3.0f;
    public float damping = 5.0f;
    public bool smoothRotation = true;
    public bool followBehind = true;
    public float rotationDamping = 10.0f;

    void Start () 
    {
        if (GameObject.Find("CameraTarget"))
        {
            target = GameObject.Find("CameraTarget").transform;
        }
    }

    void FixedUpdate ()
    {
        if (target != null)
        {
            Vector3 wantedPosition;
            if(followBehind)
                wantedPosition = target.TransformPoint(0, height, -distance);
            else
                wantedPosition = target.TransformPoint(0, height, distance);

            transform.position = Vector3.Lerp (transform.position, wantedPosition, Time.deltaTime * damping);

            if (smoothRotation)
            {
                Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
                transform.rotation = Quaternion.Slerp (transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
            }
            else
                transform.LookAt (target, target.up);
        }
    }
}