Lerp and Slerp performance issues

I am trying to use lerp and slerp within an update function however I keep getting lost frames every x seconds and stuttering.

public Transform rcsSpace;
public Vector3 plannedPos;
public Quaternion plannedRot;

public void Update()
    {
        rcsSpace.localPosition = Vector3.LerpUnclamped(rcsSpace.localPosition, plannedPos, 1);
        rcsSpace.localRotation = Quaternion.SlerpUnclamped(rcsSpace.localRotation, plannedRot,
            1).normalized;
    }

You need to use Time.deltaTime multiplying a speed value for the time amount not 1, 1 will make it jump to the plannedPos/plannedRot.

Example

public Transform rcsSpace;
public Vector3 plannedPos;
public Quaternion plannedRot;
private float _speed = 10f;

public void Update()
{
	float time = Time.deltaTime * _speed;
	rcsSpace.localPosition = Vector3.LerpUnclamped(rcsSpace.localPosition, plannedPos, time);
	rcsSpace.localRotation = Quaternion.SlerpUnclamped(rcsSpace.localRotation, plannedRot, time).normalized;
}

PS: Time.deltaTime is the amount of time passed since the last frame.

This issue was caused by the objects parent being a rigidbody and thus unity physics conflicts when attempting to change the position and rotation of the rigidbody.