How to follow clone object with camera.

I am trying to figure out how to make my camera follow a cloned prefab, but to no avail.
Is there something I should add to the code to help it find cloned objects?

using UnityEngine;
using System.Collections;
using ORKFramework;

public class CameraFollow : MonoBehaviour {

	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 () {

		mycam.orthographicSize = (Screen.height / 2f) / 1f;

		if (target) {

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

				}
	
	}
}

You can add a tag to the object, for example “targetobject.” Then you can set the camera to search for objects with the tag “targetobject.”

I use the code below to track target and then when I use the camera in my other script I use mycam.SetTarget (currentPlayer.transform);

   // Track target
void LateUpdate() {
	if (target) {
		float x = IncrementTowards(transform.position.x, target.position.x, trackSpeed);
		float y = IncrementTowards(transform.position.y, target.position.y, trackSpeed);
		transform.position = new Vector3(x,y, transform.position.z);
	}
}

// Increase n towards target by speed
private float IncrementTowards(float n, float target, float a) {
	if (n == target) {
		return n;	
	}
	else {
		float dir = Mathf.Sign(target - n); // must n be increased or decreased to get closer to target
		n += a * Time.deltaTime * dir;
		return (dir == Mathf.Sign(target-n))? n: target; // if n has now passed target then return target, otherwise return n
	}
}

Not sure how or when you instantiate the clone, but you need to store a reference to the clone and not to the prefab. So when the new clone is instantiated you should save it in a variable “GameObject prefabClone”. Then you can get the current position “prefabClone.transform.position” inside the Lerp method.

void LateUpdate()
{
GameObject Clone = GameObject.instantiate …;
MyCameraRefernce.SetTarget (Clone); // if there is a function called SetTarget pass you gameobject there .
or
MyCameraRefernce.Target = Clone; // if its a varrible .

}

You can save a reference when you instantiate objects:

//Define this:
GameObject newArrow;
public GameObject arrowPrefab;


void Update(){
if (Input.GetButtonDown("FireArrow"){

newArrow = (GameObject) Instantiate(arrowPrefab, //Pos, //Rotation);

//Now you can reference the arrow you just spawned. For example:
Camera.main.GetComponent<FollowScript>().Follow(newArrow);
}
}

** public Transform player;
public Vector3 offset;

void Update () {
	transform.position = new Vector3 (player.position.x+1 + offset.x, player.position.y + 2, player.position.z - 10);
	
}

}
**