Character looks super jitery while moving? (2d)

So I have been using transform.translate for my character controller (which is bad I know) and so I am attempting to switch it to rigidbody 2d.velocity right? However, whenever I do that there is some glitch where when I walk it looks like i teleport back slightly every frame… I have tried a lot of things, like multiplying it by time.fixeddeltatime and such… nothing seems to fix it. What am I doing wrong??

public class playerController : MonoBehaviour
{

//MOVEMENT
[Tooltip("The maximum horizontal movement speed in units per second.")]
public float speed = 8; // movenment speed for Luca

[Tooltip("The maximum vertical jump speed in units per second.")]
public float jumpspd = 12; // jumo height for Luca

private float moveInput;
private Rigidbody2D rb;


public Transform groundCheck;
public float checkRadius;
public LayerMask whatIsGround;

//ANIMATION
public Animator anim;
bool canDash = true;
private bool grounded;
bool isRunning;
public SpriteRenderer ren;

//UNUSED AS OF NOW
public static float LucaHP;
public static float LucaSP;


//TODO: MOVE ONTO NEW SCRIPT


// Use this for initialization
void Start()
{

    anim = gameObject.GetComponent<Animator>();
    anim.SetBool("isRunning", false);
    anim.SetBool("dashing", false);
    anim.SetBool("isJumping", false);
   

    canDash = true;

    rb = GetComponent<Rigidbody2D>();
}

// Update is called once per frame

void Update()
{
    HandleDash();
    HandleFlip();
    HandleJump();
    anim.SetBool("isRunning", isRunning);
    if (Input.GetButton("Horizontal"))
    {
        isRunning = true;

    }
    else
    {
        isRunning = false;
    }
    

    if (grounded == true)
    {
        anim.SetBool("isJumping", false);
    }
    
}

void FixedUpdate()
{
    playermove();
    
}

void playermove()
{
    grounded = Physics2D.OverlapCircle(groundCheck.position, checkRadius, whatIsGround);

   
    float axixX = Input.GetAxis("Horizontal");
    //transform.Translate(new Vector2(axixX, 0) * Time.deltaTime * speed);

    rb.velocity = new Vector2(axixX * speed * Time.fixedUnscaledDeltaTime, rb.velocity.y);

    
}

Trying user interpolation/extrapolation on your rigidbody.