Making my camera follow player in MultiPlayer

Hi I want each player to have their own pov as all multiplayer games do, and have it follow around the player. I have a camera script tied to my camera, with a target of player object. I have a player prefab which i assign to the camera.

This is my camera script

using UnityEngine;
using System.Collections;
using UnityEngine.Networking;

public class CameraFollow : NetworkBehaviour {

    public Transform target;
    public float m_speed = 0.1f;
    Camera mycam;

	// Use this for initialization
	void Start () {

        mycam = GetComponent<Camera>();
	
	}
	
	// Update is called once per frame
	void Update () {

        if (!isLocalPlayer)
        {
            mycam.enabled = false;
        }
        else
        {
            mycam.enabled = true;
        }

        mycam.orthographicSize = (Screen.height / 100f) / 2f;

        if (target) {
            transform.position = Vector3.Lerp(transform.position, target.position, m_speed) + new Vector3(0, 0, -10);
        }
	
	}
}

This is how I got it workin:

Script attached to my Main Camera:

using UnityEngine;

public class CameraFollow : MonoBehaviour
{
	public Transform playerTransform;
	public int depth = -20;

    // Update is called once per frame
    void Update()
    {
		if(playerTransform != null)
		{
			transform.position = playerTransform.position + new Vector3(0,10,depth);
		}
    }

	public void setTarget(Transform target)
	{
		playerTransform = target;
	}
}

And I set the target in my PlayerController script:

    public override void OnStartLocalPlayer()
    {
        Camera.main.GetComponent<CameraFollow>().setTarget(gameObject.transform);
    }

Hope this helps!

**Edited to fix problem pointed out by @ystetsyk **

I know this is a little old, but I found a very simple way to get it to work, Just put this in the PlayerController script:

private Camera myCamera; // Copy of the main camera, attached to the player

public override void OnStartLocalPlayer()
{
    myCamera = Instantiate(Camera.main);
    myCamera.transform.rotation = transform.rotation;
    myCamera.transform.position = transform.position + new Vector3(offsetX, offsetY, offsetZ);
    myCamera.transform.SetParent(transform);
}
void Update()
{
    // Do update stuff, including moving the player
    // ...
    Camera.main.CopyFrom(myCamera);
}

First, make a copy of the main camera and position it where you want it for the player, then make it a child of the player.
If you were to make the camera a child of the player prefab, then syncing the players would cause the problem of everyone seeing the same camera.
Here the camera is not made a part of the prefab so it isn’t synced, instead, it is now a child of the Client’s player instance.

In Update(), the main camera is now following our player’s camera, so that when the player stops the session, only the camera attached is destroyed, not the main camera. They can then join a new game, and it will again just make a camera for the main camera to follow.

Now you can simply manipulate the myCamera camera however you want.

so I added camera object to player and changed use my player prefab. but I seem to only have one camera in scene, when I join a game it only follows one player.