My camera stays in the same position regardless of any variables I change

I am following Burgzergarcade’s tutorials and I think the camera position and angle are being set both in the GameMaster script and the HackandSlashCamera script. I am just trying to make the camera start in a different spot behind the player but no matter what I comment out or change the camera stays in the same spot.

here is the code for the GameMaster script:

using UnityEngine;
using System.Collections;

public class GameMaster : MonoBehaviour {
	public GameObject playerCharacter;
	public GameObject gameSettings;
	public Camera mainCamera;
	
	public float zOffset;
	public float yOffset;
	public float xRotOffset;
	
	
	private GameObject _pc;
	private PlayerCharacter _pcScript;
	
	private Vector3 _playerSpawnPointPos;			//this is the place in 3d space where I want my player to spawn
	
	// Use this for initialization
	void Start () {
		_playerSpawnPointPos = new Vector3(35, 5, 120);			//the default position for our player spawn point
		
		GameObject go = GameObject.Find(GameSettings.PLAYER_SPAWN_POINT);
		
		if(go == null){
			Debug.Log("Can not find Player Spawn Point");
			
			go = new GameObject(GameSettings.PLAYER_SPAWN_POINT);
			Debug.Log("Created Player Spawn Point");
			
			go.transform.position = _playerSpawnPointPos;
			Debug.Log("Moved Player Spawn Point");
		}
		
		_pc = Instantiate(playerCharacter, go.transform.position, Quaternion.identity) as GameObject;
		_pc.name = "pc";
		
		_pcScript = _pc.GetComponent<PlayerCharacter>();
		
		zOffset = 2.5f;
		yOffset = 2.5f;
		xRotOffset = 22.5f;
		
		mainCamera.transform.position = new Vector3(_pc.transform.position.x, _pc.transform.position.y + yOffset, _pc.transform.position.z + zOffset);
		mainCamera.transform.Rotate(xRotOffset, 0, 0);
		
		LoadCharacter();
	}
	
	public void LoadCharacter() {
		GameObject gs = GameObject.Find("__GameSettings");
		
		if(gs == null) {
			GameObject gs1 = Instantiate(gameSettings, Vector3.zero, Quaternion.identity) as GameObject;
			gs1.name = "__GameSettings";
		}
			GameSettings gsScript = GameObject.Find ("__GameSettings").GetComponent<GameSettings>();
						
			//loading the character data
			gsScript.LoadCharacterData();
	}
}

here is the code for the HackandSlashcamera script:

using UnityEngine;
using System.Collections;

public class HackAndSlashCamera : MonoBehaviour {
	public Transform target;
	public string playerTagName = "Player";

	public float walkDistance = 4;
	public float runDistance = 6;
	public float height = 4;
	public float xSpeed = 250.0f;
	public float ySpeed = 120.0f;
	public float heightDamping = 2.0f;
	public float rotationDamping = 3.0f;
	
	private Transform _myTransform;
	private float _x;
	private float _y;
	private bool _camButtonDown = false;

	void Awake(){
		_myTransform = transform;	//cache our transform so we do not need to look it up all of the time
	}
	
	// Use this for initialization
	void Start () {
		//if we do not have a target, let them know, else set the camera up according to where our target is.
		if(target == null)
			Debug.LogWarning ("We do not have a target for the camera");
		else {
			CameraSetUp();
		}
	}
	
	void Update(){
		//detetct if the player has entered any input
		if(Input.GetMouseButtonDown(1)) {	//Use the Input Manager to make this user selectable button
			_camButtonDown = true;
		}
		if(Input.GetMouseButtonUp(1)) {     //Use the Input Manager to make this user selectable button
				_camButtonDown = false;
		}
	}
	
	
	//this function is called after all of the Update functions are done
	void LateUpdate(){

		if(target !=null) {
			if(_camButtonDown){
			_x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
        	_y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
 		
// 			y = ClampAngle(y, yMinLimit, yMaxLimit);
 		       
        	Quaternion rotation = Quaternion.Euler(_y, _x, 0);
        	Vector3 position = rotation * new Vector3(0.0f, 0.0f, -walkDistance) + target.position;
        	
        	_myTransform.rotation = rotation;
        	_myTransform.position = position;
		}
		else {
			_myTransform.position = new Vector3(target.position.x, target.position.y + height, target.position.z - walkDistance);
			_myTransform.LookAt(target);
			_x = 0;		//reset the x value
			_y = 0;		//reset the y value
				
				
			// Calculate the current rotation angles
			float wantedRotationAngle = target.eulerAngles.y;
			float wantedHeight = target.position.y + height;
		
			float currentRotationAngle = transform.eulerAngles.y;
			float currentHeight = transform.position.y;
	
			// Damp the rotation around the y-axis
			currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

			// Damp the height
			currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);

			// Convert the angle into a rotation
			Quaternion currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
	
			// Set the position of the camera on the x-z plane to:
			// distance meters behind the target
			_myTransform.position = target.position;
			_myTransform.position -= currentRotation * Vector3.forward * walkDistance;

			// Set the height of the camera
			_myTransform.position = new Vector3(_myTransform.position.x, currentHeight, _myTransform.position.z);
	
			// Always look at the target
			_myTransform.LookAt (target);						
		}
	}
		else {
			GameObject go = GameObject.FindGameObjectWithTag(playerTagName);
			
			if(go == null)
				return;
			
			target = go.transform;
		}
}
	
	public void CameraSetUp(){
		_myTransform.position = new Vector3(target.position.x, target.position.y + height, target.position.z - walkDistance);
		_myTransform.LookAt(target);
	}
}

Nevermind, the code for the camera is in both scripts so I just commented one out and started to fix the other.