My camera won't move with my player in 3rd person

The camera won’t move no clue what’s wrong. please help.

thank you for your time. :slight_smile:

namespace MyRpg.MyCollections
{
    public class CameraHandler : MonoBehaviour
    {
        #region Public variables
        public Transform targetTransform;
        public Transform cameraTransform;
        public Transform cameraPivotTransform;

        public static CameraHandler singleton;

        public float lookSpeed = 0.1f;
        public float followSpeed = 0.1f;
        public float pivotSpeed = 0.03f;

        public float minimumPivot = -35;
        public float maximumPivot = 35;

        #endregion

        #region Private variables

        private Transform myTransform;

        private Vector3 cameraTransformPosition;
        private LayerMask ignoreLayers;

        private float defaultPosition;
        private float lookAngle;
        private float pivotAngle;

        #endregion

        #region functionality

        private void Start()
        {
            singleton = this;
            myTransform = transform;
            defaultPosition = cameraTransform.localPosition.z;
            ignoreLayers = ~(1 << 8 | 1 << 10);
        }

        public void FollowTarget(float delta)
        {
            Vector3 targetPosition = Vector3.Lerp(myTransform.position, targetTransform.position, delta / followSpeed);
            myTransform.position = targetPosition;

        }

        public void HandleCameraRotation(float delta, float mouseXInput, float mouseYInput)
        {
            lookAngle += (mouseXInput = lookSpeed) / delta;
            pivotAngle -= (mouseYInput = pivotSpeed) / delta;
            pivotAngle = Mathf.Clamp(pivotAngle, minimumPivot, maximumPivot);

            Vector3 rotation = Vector3.zero;
            rotation.y = lookAngle;
            Quaternion targetRotation = Quaternion.Euler(rotation);
            myTransform.rotation = targetRotation;

            rotation = Vector3.zero;
            rotation.x = pivotAngle;

            targetRotation = Quaternion.Euler(rotation);
            cameraPivotTransform.localRotation = targetRotation;
        }

        #endregion


    }
}

your code is missing an update or coroutine that calls the FollowTarget every frame?