I have got a problem with Player! The player shakes. What is the problem? How to fix?

public Vector3 curPosition;
public Vector3 nextPosition;
Rigidbody playerRigidbody;
float camRayLength = 100f;
public float speed;
public bool isMove = false;
int floorMask;
void Awake(){
floorMask = LayerMask.GetMask (“Floor”);
playerRigidbody = GetComponent ();
}
void Start(){
isMove = false;
curPosition = transform.position;
nextPosition = transform.position;
}
void Update(){
if (Input.GetMouseButtonDown(0)){
isMove = true;
RaycastHit hit;
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast (ray, out hit)) {
nextPosition = hit.point;
}
}
if (curPosition != nextPosition && isMove) {
transform.position = Vector3.MoveTowards (transform.position, nextPosition, Time.deltaTime * speed);
if (transform.position == nextPosition) {
isMove = false;
}
}
}
void Turning (){
Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);
RaycastHit floorHit;
if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask)){
Vector3 playerToMouse = floorHit.point - transform.position;
playerToMouse.y = 0f;
Quaternion newRotation = Quaternion.LookRotation (playerToMouse);
playerRigidbody.MoveRotation (newRotation);
}
}
void FixedUpdate (){
Turning ();
}

Tick Freeze Rotation on all three axes.
Solved: Player’s axis was at the center of the model, thus each click moved the player to the clicked spot with that center. So moving player model inside empty object and aligning feet with the ground resolved the shake.

Are you within float point range?

Is there a animation already on your character? @XXrans