Improving Fps character controller

I made a simple fps controller with the basic movement and jump functions. But I can’t figure out how to make the arms move with the camera movement.
This is the Player Movement Script.

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

public class PlayerMovement : MonoBehaviour
{
    public CharacterController playah;
    public float speed = 12f;
    public Transform GravityCheck;
    public float jumpheight=3f;
    public Animator anim;

    public float gravity = -9.81f;
    public LayerMask ground;
    public float GroundDistance;

    bool isGrounded;

    Vector3 velocity;// Update is called once per frame
    void Update()
    {
        isGrounded = Physics.CheckSphere(GravityCheck.position, GroundDistance, ground);
        float x = Input.GetAxis("Horizontal");
        float z = Input.GetAxis("Vertical");

        if ( Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D))
        {
            anim.SetInteger("Condition", 1);
        }
        else
            anim.SetInteger("Condition", 0);
       
        if (isGrounded && velocity.y < 0)
        {
            velocity.y = -2f;
        }
        Vector3 move = transform.right * x + transform.forward * z;
       

        playah.Move(move*speed*Time.deltaTime);
        velocity.y += gravity * Time.deltaTime;
        playah.Move(velocity * Time.deltaTime);
       
        if(Input.GetButtonDown("Jump") && isGrounded)
        {
            velocity.y = Mathf.Sqrt(jumpheight * -2f * gravity);
        }

    }
}

This is the Camera Script.

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

public class MouseLook : MonoBehaviour
{
    // Start is called before the first frame update
    public Transform PlayerBody;
    public float MouseSensitivity;
    float xrotation;
    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
    }

    // Update is called once per frame
    void Update()
    {
        float MouseX = Input.GetAxis("Mouse X")*MouseSensitivity*Time.deltaTime;
        float MouseY = Input.GetAxis("Mouse Y")*MouseSensitivity*Time.deltaTime;
        xrotation -= MouseY;
        xrotation = Mathf.Clamp(xrotation, -90f, 90f);
        transform.localRotation = Quaternion.Euler(xrotation, 0, 0);
        PlayerBody.Rotate(Vector3.up * MouseX);
    }
}

So what should I do?

You can start by explaining what you mean. What does it mean to “make the arms move”? I don’t see anything about arms anywhere in your code.

Easiest would be to simply put your arms object inside the character object, so it moves along with your character. Or inside the camera object. But you should much more clearly describe the end result you’re looking for.