Survival Shooter Camera Problem

Hi, I need help, for some reason the camera will not follow the player, I’m not sure what’s wrong… Also, the walking animation in the player takes a while to work, for some time it only slides/glides through the floor…
(P.S. The first file is my camera script and the second one my player movement script)
Thanks


using UnityEngine;
using System.Collections;

public class CameraFollow : MonoBehaviour
{
public Transform target; // The position that that camera will be following.
public float smoothing = 5f; // The speed with which the camera will be following.

Vector3 offset;                     // The initial offset from the target.

void Start ()
{
	// Calculate the initial offset.
	offset = transform.position - target.position;
}

}

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
public float speed = 6f;

Vector3 movement;
Animator anim;
Rigidbody playerRigidbody;
int floorMask;
float camRayLength = 100f;

void Awake ()
{
	floorMask = LayerMask.GetMask ("Floor");
	anim = GetComponent <Animator> ();
	playerRigidbody = GetComponent <Rigidbody> ();
}

void FixedUpdate ()
{
	float h = Input.GetAxisRaw ("Horizontal");
	float v = Input.GetAxisRaw ("Vertical");

	Move (h, v);
	Turning ();
	Animating (h, v);

}

void Move (float h, float v)
{
	movement.Set (h, 0f, v);

	movement = movement.normalized * speed * Time.deltaTime;

	playerRigidbody.MovePosition (transform.position + movement);
}

void Turning ()
{
	Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);

	RaycastHit floorHit;

	if (Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
	{
		Vector3 playerToMouse = floorHit.point - transform.position;
		playerToMouse.y = 0f;

		Quaternion newRotation = Quaternion.LookRotation (playerToMouse);
		playerRigidbody.MoveRotation (newRotation);
	}
}

void Animating (float h, float v)
{
	bool walking = h != 0f || v != 0f;
	anim.SetBool ("IsWalking", walking);
}

}


In case someone runs through the same issue about the animation:

In the Animator, select each transition and make sure the “Has Exit Time” is not enabled. If it is, the transition will wait till the animation is done, if it isn’t selected, the transition will occur as soon as it is called.