Object not set to a instance of a object

I have no clue what I am doing wrong.

using UnityEngine;
using System.Collections;

public class CameraScript : MonoBehaviour
{
    [SerializeField]
    private Transform target = null;[SerializeField]
    private float distance = 3.0f;[SerializeField]
    private float height = 1.0f;[SerializeField]
    private float damping = 5.0f;[SerializeField]
    private bool smoothRotation = true;[SerializeField]
    private float rotationDamping = 10.0f;

    [SerializeField]
    private Vector3 targetLookAtOffset; // allows offsetting of camera lookAt, very useful for low bumper heights
    [SerializeField]
    private float bumperDistanceCheck = 5f; // length of bumper ray
    [SerializeField]
    private float bumperCameraHeight = 1.0f; // adjust camera height while bumping
    [SerializeField]
    private Vector3 bumperRayOffset; // allows offset of the bumper ray from target origin
    private Transform Player;                        /// <Summary>
                                                     /// If the target moves, the camera should child the target to allow for smoother movement. DR
                                                     /// </Summary>
    private void Awake()
    {
        GetComponent<Camera>().transform.parent = Player;
    }
    private void FixedUpdate()
    {
        Vector3 wantedPosition = Player.TransformPoint(0, height, -distance);
        // check to see if there is anything behind the target
        RaycastHit hit;
        Vector3 back = Player.transform.TransformDirection(-1 * Vector3.forward);
        // cast the bumper ray out from rear and check to see if there is anything behind
        if (Physics.Raycast(Player.TransformPoint(bumperRayOffset), back, out hit, bumperDistanceCheck)
            && hit.transform != target) // ignore ray-casts that hit the user. DR
        {
            // clamp wanted position to hit position
            wantedPosition.x = hit.point.x;
            wantedPosition.z = hit.point.z;
            wantedPosition.y = Mathf.Lerp(hit.point.y + bumperCameraHeight, wantedPosition.y, Time.deltaTime * damping);
        }
        transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);
        Vector3 lookPosition = Player.TransformPoint(targetLookAtOffset);
        if (smoothRotation)
        {
            Quaternion wantedRotation = Quaternion.LookRotation(lookPosition - transform.position, Player.up);
            transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
        }
        else
            transform.rotation = Quaternion.LookRotation(lookPosition - Player.position, target.up);
    }
}

A null reference exception happens when you try to call someObject.someMember when someObject is null. Your error message will tell you which line this happened in. Look at that line, figure out which null variable you’re trying to access, and decide whether A) it really should never be null there and there’s a problem that needs to be fixed, or B) you can do

if (someObject == null)
{
	// do something
}
else
{
	// do something else
}