how to stop child object from twitching?

I’m building a character select screen that swipe. I have one main gameobject that read swiping of finger. Each character has a parent gameobject nested under this one gameobject that reads when the character is swiped out of a certain range. and I have another child gameobject that is the image of the character. So there are 3 tiers of gameobjects. When the second tier of gameobject is within 1 and -1 of world space it scales up character image and sets it to x= 0. when out of range next character is scale and x = 0. all my characters sit perfectly at zero with out any twitching, but one character does twitch. I have been trying to figure out what I did wrong. What doesn’t make sense to me is all the other characters work great except this one. here is my code that handles the character scaling and setting to x = 0.

 public class ScaleCharacter : MonoBehaviour 
public Vector3 		minScale;
public Vector3		maxScale;
public float		lerpTime;
public GameObject	name;
public GameObject	lockedTextGO;
public GameObject	juggDescription;
public GameObject	demonDescription;

Transform			character;

// Use this for initialization
void Start () 
	//Grabs the image of character
	foreach(Transform child in transform)
		character = child;

// Update is called once per frame
void Update () 
	if(transform.position.x < 0.999f && transform.position.x > -0.999f)
		//set characters name active
		name.SetActive (true);
		//initializes the characters pos
		Vector3 characterPos = character.position;
		//Scales character up
		character.localScale = Vector3.Lerp (maxScale, minScale, 0);
		//Sets character to middle of the screen
		characterPos = new Vector3(0f, -1.0f, -5f);
		//Sets characters pos
		character.position = characterPos;
		 * What to do when the character isn't in the middle of the screen
		name.SetActive (false);
		character.localScale = Vector3.Lerp (minScale, maxScale, 0);
		character.localPosition =;


you should check to find what is different in twitching object from other child objects. I think you must have add rigidbody or some physical component so these affect your gameobject’s motion. Also check gameobjects local position in parent gameobject. good luck