How do I stop my camera from zooming into the outer boundary? It follows the player but zooms in and out to far from the game view.

private Transform PlayerMovement;
public Transform target;
public float speed;

    // Start is called before the first frame update
    void Update()
    {
        PlayerMovement = GameObject.FindGameObjectWithTag("Player").transform;
        if (Input.GetAxis("Mouse ScrollWheel") < 0)
        {
            float scroll = Input.GetAxis("Mouse ScrollWheel");

            transform.LookAt(target);
            transform.Translate(y=0, 0, scroll * speed, Space.Self);


        }

        if (Input.GetAxis("Mouse ScrollWheel") > 0)
        {

            float scroll = Input.GetAxis("Mouse ScrollWheel");
            transform.LookAt(target);
            transform.Translate(0, 0, scroll * speed, Space.Self);
        }
    }

    // Update is called once per frame
    void LateUpdate()
    {
        Vector3 TemporaryPosition = transform.position;

        //make camera follow every movement such as jump, attack, and walk 
        TemporaryPosition.x = PlayerMovement.position.x;
        TemporaryPosition.z = PlayerMovement.position.z;
    
        transform.position = TemporaryPosition;
    }

I just recreated for a 3d space with a standard assets character and changed it to the Y axis to go up and down… but how about this - just put a limit check on it -

    private Transform PlayerMove;
    public Transform target;
    public float speed;
    public float Limit = 25; 

    // Start is called before the first frame update
    void Update()
    {
        PlayerMove = GameObject.FindGameObjectWithTag("Player").transform;
        if (Input.GetAxis("Mouse ScrollWheel") < 0)
        {
            float scroll = Input.GetAxis("Mouse ScrollWheel");
            
            transform.LookAt(target);
            if (transform.position.y > -Limit)
            {
                transform.Translate(0, scroll * speed, 0);
            }             
        }

        if (Input.GetAxis("Mouse ScrollWheel") > 0)
        {
            float scroll = Input.GetAxis("Mouse ScrollWheel");
            transform.LookAt(target);
            if (transform.position.y < Limit)
            {
                transform.Translate(0, scroll * speed, 0);
            }
        }
    }

have you tried using Cinemachine? I haven’t used it in 3D, but they have the feature to bound the camera from looking outside the boundary

https://docs.unity3d.com/Packages/com.unity.cinemachine@2.2/manual/CinemachineConfiner.html