Flappy Bird Movement

I’m try make a game with jumping like flappy bird, but there are platforms falling from the sky. If the player hits one of the platforms they will move the other way. My issue is that this is a slight jitter when moving up and down. This is what I have so far.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class playerMovement : MonoBehaviour
{
    public float speedRight = 2f;
    public float speedLeft = -2f;
    public float jumpForce = 10f;
    public bool movingLeft = false;
    private Rigidbody2D rb;

    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
    }

    void Update()
    {
        SideToSide();
        if (Input.GetMouseButtonDown(0))
        {
            Jump();
        }
       
    }

    private void SideToSide()
    {
        if (movingLeft == false)
        {
            var x_auto = Time.deltaTime * speedRight;
            transform.Translate(x_auto, 0, 0);
        }
        if (movingLeft == true)
        {
            var x_auto = Time.deltaTime * speedLeft;
            transform.Translate(x_auto, 0, 0);
        }
    }

    private void Jump()
    {
        rb.velocity = Vector2.up * jumpForce;
    }

    private void OnTriggerEnter2D(Collider2D other)
    {
        if (movingLeft == true)
        {
            movingLeft = false;
        }
        else
        {
            if (movingLeft == false)
            {
                movingLeft = true;
            }
        }
    }
}

With Physics (or Physics2D), never manipulate the Transform directly. If you manipulate the Transform directly, you are bypassing the physics system and you can reasonably expect glitching and missed collisions and other physics mayhem.

Always use the .MovePosition() and .MoveRotation() methods on the Rigidbody (or Rigidbody2D) instance in order to move or rotate things. Doing this keeps the physics system informed about what is going on.

Two good discussions on Update() vs FixedUpdate() timing: