make 2d camera go down when player is falling

So iam trying to move the camera down when player is falling so, the player is constantly in view of camera.
https://giant.gfycat.com/GiganticFeistyIlladopsis.webm

Iam trying to do it by chaning delta.y to positive by “delta.y = -delta.y” so, in theory if playing is falling and camera is behind trailing the player the delta.y vector is decresing going like -0.5 > -1 > -1.5 > -2 > …
So if I change this value to " delta = -delta " its should go like 0.5 > 1 > 1.5 > 2 > … but it doesnt work. Well it doesnt work as it is supposed to be working, insted going like 0.5 > 1 > 1.5 > 2 >… it doubles the noumbers but they are still negative(i want the numbers positive) -1 > -1.5 > -2.0 > -2.5 > …

using UnityEngine;
using System.Collections;
public class SmoothCamera2D : MonoBehaviour {
   
     public float dampTime = 0.15f;
     private Vector3 velocity = Vector3.zero;
     public Transform target;
     // Update is called once per frame
     void Update ()
     {
         if (target)
         {
             Vector3 point = camera.WorldToViewportPoint(target.position);
             Vector3 delta = target.position - camera.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, point.z)); //(new Vector3(0.5, 0.5, point.z));

            

            if (target.GetComponent<playerCtonroller>().isJumping)
            {
                if(target.GetComponent<Rigidbody2D>().velocity.y <= 0)
                {
                 delta.y = -delta.y;
                }
                }
             Vector3 destination = transform.position + delta;
             transform.position = Vector3.SmoothDamp(transform.position, destination, ref velocity, dampTime);
         }
   
     }
}

Put your camera inside an empty gameobject and keep that objects position in line with the players.

transform.position = target.transform.position;

If you want it delayed you can use Vector3.MoveTowards to move towards the characters position by an amount & it wont overshoot.

I don’t quite understand the code, but it seems like you could just get an offset from the camera.position.y - target.position.y. Then just maintain that offset, so when he falls, the camera will fall also.