Camera follow target glitches

I use the follow target script and when my character turns left or right objects around the character glitch, like a lag or something…

What should I do to make it smooth and not sharp ?!?

Thanks

using UnityEngine;
using System.Collections;

public class SmoothFollow : MonoBehaviour {


	[SerializeField]
	private Transform target;

	[SerializeField]
	private float distance = 10.0f;

	[SerializeField]
	private float height = 6.0f;

	[SerializeField]
	private float rotationDamping = 6.0f;

	[SerializeField]
	private float heightDamping;

	// Update is called once per frame
	void LateUpdate() {
		
		// Early out if we don't have a target
		if (!target) return;

		// Calculate the current rotation angles
		var wantedRotationAngle = target.eulerAngles.y;
		var wantedHeight = target.position.y + height;

		var currentRotationAngle = transform.eulerAngles.y;
		var currentHeight = transform.position.y;

		// Damp the rotation around the y-axis
		currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

		// Damp the height
		currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);

		// Convert the angle into a rotation
		var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);

		// Set the position of the camera on the x-z plane to:
		// distance meters behind the target
		transform.position = target.position;
		transform.position -= currentRotation * Vector3.forward * distance;

		// Set the height of the camera
		transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z);

		// Always look at the target
		transform.LookAt(target);
	}
}

Instead of

     transform.position = target.position;
     transform.position -= currentRotation * Vector3.forward * distance;

Use

    //Declare these variable OUTSIDE all functions
    Vector3 _vel = Vector3.zero;
    public float speed = 1.0f;
    public float smoothTime = 0.2f;
    ...
    //In update
    transform.position = Vector3.SmoothDamp(transform.position, 
    currentRotation * Vector3.back * distance + target.position, 
    ref _vel, smoothTime,
    speed * Time.deltaTime);

I hope this works!