Player2d Movement (rigidbody2d.velocity) with small vibrations, very similar to small collisions

Hi guys, I’m trying to move my player in horizontal axis, i was using transform.position to move my player but looking some articles i saw that is better using rigidbody.velocity to move. I changed and it worked but now i can see my player trembling (small vibrations, very similar to small collisions).

When i use transform.position for my movement, work perfectly.

I will put my code here and if anybody can help me, i appreciate.

==========================

Complete code: InitAndroidGame/Assets/Scripts/Players/Player.cs at master · MAAARKIN/InitAndroidGame · GitHub

if (goToLeft && !goToRight) {
    	this.transform.eulerAngles = new Vector3(0, 180, 0);
    	this.animator.SetBool("isWalking", true);
       //this.transform.position += Vector3.left * speed * Time.deltaTime; //WORK PERFECTLY
    	this.rigid2D.velocity = new Vector2(-speed, rigid2D.velocity.y); //small vibrations.
} else if (goToRight && !goToLeft) {
    	this.transform.eulerAngles = new Vector3(0, 0, 0);
    	this.animator.SetBool("isWalking", true);
      //this.transform.position += Vector3.right * speed * Time.deltaTime;  //WORK PERFECTLY
    	this.rigid2D.velocity = new Vector2(speed, rigid2D.velocity.y); //small vibrations.
}

public float maxSpeed;

Rigidbody2D myRB;

Animator myAnim;

bool facingRight;

void Start()

{

    myRB = GetComponent<Rigidbody2D>();
    myAnim = GetComponent<Animator>();

    facingRight = true;

}

//for movement

     float move = Input.GetAxis("Horizontal");

    myAnim.SetFloat("speed", Mathf.Abs(move)); //playing animation//

    myRB.velocity = new Vector2(move * maxSpeed, myRB.velocity.y);

    if (move > 0 && !facingRight)

    {

        flip();

    }

    else if (move < 0 && facingRight)

    {

        flip();

    }

}

void flip()

{

    facingRight = !facingRight;
    Vector2 theScale = transform.localScale;
    theScale.x *= -1;
    transform.localScale = theScale;

}