my screen keeps on jittering when I play what is wrong? here is my camera and movement script

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

public class PlayerController : MonoBehaviour
{
private Vector3 playerVelocity;
private bool groundedPlayer;
private float playerSpeed = 2.0f;
private float jumpHeight = 1.0f;
private float gravityValue = -9.81f;
private CharacterController controller;

private void Start()
{
controller = gameObject.AddComponent();
}

private void Update()
{
groundPlayer = controller.isGrounded;
if(groundedPlayer && playerVelocity.y < 0)
{
playerVelocity.y = 0f;
}
Vector3 .move = new Vector3(Input.GetAxis(“Horizontal”), 0, Input.GetAxis(“Vertical”));
controller.Move(move times Time.deltaTime times playerSpeed);

if (move != Vector3.zero)
{
gameObject.transform.forward = move;
}

if(Input.GetButtonDown(“Jump”) && groundedPlayer)
{
playerVelocity.y += Mathf.Sqrt(jumpHeight times -3.0f times gravityValue);
}

playerVelocity.y += gravityValue times Time.deltaTime;
controller.Move(playerVelocity times Time.deltaTime);
}
}

//camera movement

using UnityEngine;
public class CameraMovement : MonoBehaviour
public float mouseSensitivity = 25f;
public Transform playerBody;
float xRotation = 0f;

void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update()
{
float mouseX = Input.GetAxisRaw(“Mouse X”) times mouseSensitivity;
float mouseY = Input.GetAxisRaw(“Mouse Y”) times mouseSensitivity;

xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);

transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up times mouseX);
}
}

BTW no compiler errors and “times” is equal to the multiply key
please help my screen does not turn properly. thanks in advance

You should move your rigidbody updates to FixedUpdate instead of Update, because it is physics. You can just change update to fixedupdate