Rigidbody stuttering movement

I’m working on a racing game prototype. I have 7 NavMesh agents scaled cubes and 1 player. These 8 objects have a ridigbody component (but I think the agents ignore the rigidbody). Everything moves smoothly but the player. I’ve made a video of it, I hope you can see clearly the issue:

The last “car” moving is the player. This is the only script running in the test video:

function Start () {
	rb = GetComponent.<Rigidbody>();
}

function FixedUpdate () {
		var grounded : boolean = true;

		if (Input.GetAxisRaw("Vertical") == 1 && grounded) {
				rb.AddRelativeForce(Vector3.forward * acceleration);
		}

	//Brakes
	if (Input.GetAxisRaw("Vertical") == -1 && grounded) {
				rb.AddRelativeForce(Vector3.back * acceleration);
		}

I thought it was a camera issue, that’s why the camera is static and on top. Any idea on what’s causing the stutter? Removing the rigidbody is not an option to solve this.

Change Interpolate parameter of rigidbody component to “Interpolate”