Ah ok. Here what you do.
Create a variable called "player car" of a "game object" type
In the state that has your "create object" action that creates your car, in the "store" field of that action, point it to that new "player car" variable
So your newly created car will be called "carprefab(clone)" or whatever your car prefab was. (which you will see in your heirachy at runtime after its spawned.
Now right after the create object action (or anywhere further down your chain of states in your fsm or another fsm all together, wherever you have your "smooth look at" action - Next to where it says "game object" for the target, press the little 3 line button to the right of it, and it will change to a variable drop down. Here's where you would put the "player car" variable you made earlier. (this is how you toggle between a specific gameobject (which has to be chosen before runtime - or a variable which can dynamically change during runtime)
So now your camera will follow your newly created object at run time.
The trick is to start looking at the car after its created.
If you ever want to switch to another car lets say, you simply switch the variable to a different game object using the "set game object" action for example. eg: when the player presses number key 2, then you would switch to car 2.
Does that make sense?
So your general workflow would be....
-Player picks an available car from a list. The car can be labelled with a tag, or a variable name, or a game object name, however you want to name it.
-Depending on which car gets selected, a new state spawns the car at the appropriate location and the name of that gameobject is stored into a variable
-Camera is set to follow selected car
-Player can cycle different cars to follow by changing stored variable at any time
Another little thing to keep in mind that's a bit confusing at first with unity. Is that if you spawned lets say 10 different cars all the same way, they would all be named
prefabname(clone)
prefabname(clone)
prefabname(clone)
prefabname(clone)
Unity actually knows that each of them are different, but to you the creator they all are hard to distinguish apart.
Here's where the "set name" action comes in handy. After spawning a new object, its good practice to use something like the "set name" to rename the objects name to something more meaningful. Even just adding a number to the end of it.
So once the first player spawns a car. you should called it "player 1s car" and "player 2s car" etc.
Its easier to keep track of down the road.