double buffering

Hallo ever body

What I have done
I have made a small game in unity3d this has one ship and one asteroid
I have made this program using JavaScript under instruction from the Walker boy’s site

What happened?
Well the game runs ok but it jerks sporadically

I seem to remember using other programs that used double buffering to counter
This type of problem

Is any type of double buffering available in Uinty3d?
Or is double buffering only available in the Unity3d pro version?

Thanks in advance

this is my code of the asteriod

enter code here
// Asteroid Script

// Inpsector variables
var asteroidSpeed : float=6.0;
var explosion :Transform;
var sceneManger : GameObject;
// private variables

function Update ()
{

transform.Translate(Vector3.downasteroidSpeedTime.deltaTime); // this is the sceond method of moving an object

// check for the bottom of the screen

if(transform.position.y <=-6) // check to see if the asteroid has moved of screen
{
RestEnemy(); // jump to function RestEnemy and the return here
}

}

function OnTriggerEnter(other : Collider)
{

if(other.gameObject.tag == "Player")
{
	other.GetComponent("Script_Player").howManylives -= 1;

// Tell the score manger we Lost a life
sceneManger.transform.GetComponent("Script_SceneManger").lives();

	Instantiate(explosion,transform.position,transform.rotation);
	RestEnemy();						// jump to function RestEnemy and the return here
}

}

function RestEnemy()
{

	transform.position.y=8;                  // return to top of the screen
	transform.position.x=Random.Range(-7,7); // select a new random x position for the

}

Software : free Unity3D version 3.4.4.2
OS Windows 7 Ultimate 64bit service Pack 1
Computer Intel i7-2600K CPU 3.40 GHz Ram 4.00 GB
Graphics card NVIDIA GeForce GTX 285 Direct X 11.0 Driver version 275.33

Double buffering is automatically implemented in Unity: it uses two or even more buffers by native implementation. Your problem is certainly related to something else. And, if your game is a small one, as you said, you must not have so critical frame-rate issues. I suggest you to post a bit of your code - maybe the piece that you think responsible in the frame-rate loss.