Hello guys,
My timestep is 0.02 (Unity default) + with my code (below) my player (Rigidbody = Interpolate) movement lag.
void Update() {
/*Move*/
InputMove = new Vector3(-Input.GetAxisRaw("Horizontal"), 0, -Input.GetAxisRaw("Vertical"));
if (InputMove.magnitude == 0) {
PlayerRigidbody.velocity = Vector3.zero;
PlayerRigidbody.angularVelocity = Vector3.zero;
PlayerRigidbody.Sleep();
}
}
/*-----------------------------------------------------*/
void FixedUpdate() {
PlayerRigidbody.velocity = InputMove * 4;
}
BUT when I change Timestep to 0.01333
Everyhing working well.
Thank you guys 
Does the rigidbody experience any drag or friction? If so, then that would affect the movement speed you see. You set the velocity to, say, 4 at the start of the physics frame. Then Unity runs the physics frame, notices that the RB is sliding across the surface, and figures out that after 0.02 seconds it will have slowed to speed 3.5. So it averages this out and moves the RB as if its speed was 3.75. Repeat this every physics frame, and the object appears to be moving at a constant 3.75.
When the timestep is 0.013, it will have less time to slow down each physics frame. You set it to 4, it figures out that after 0.013 sec it will have slowed to speed 3.8, averages it out, and moves as if the speed was 3.9.
Try making drag nothing and putting a frictionless physics material on your RB.