Unity 2d camera jitter

Unity 2d camera jitter.

Camera -
using JetBrains.Annotations;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Camera_Controller : MonoBehaviour
{
public Rigidbody2D player;
public Transform healthbar;
// Start is called before the first frame update
void Start()
{

}

// Update is called once per frame
void FixedUpdate()
{
//transform.position = player.position + player.up * 0.7f;
Vector3 difference = (Vector3)player.position + (Vector3) player.velocity * 0.1f * player.velocity.magnitude - transform.position;
transform.position += difference / 10;
healthbar.position = transform.position + new Vector3(0.7f,1.3f,0);
}
}

Car -
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Microlight.MicroBar;
using DG.Tweening;

public class Car_Controller : MonoBehaviour
{
public Rigidbody2D rb;
public float health = 25;
//public Camera cam;
public MicroBar hpBar;
public Animator explosion;
public Transform explosionTransform;
public GameObject explosionObject;
public GameObject gameOverscreen;
private int timer = 0;
private bool GameOver = false;

// Start is called before the first frame update
void Start()
{
hpBar.Initialize(100f);
explosionObject.SetActive(false);
gameOverscreen.SetActive(false);
}

// Update is called once per frame
void FixedUpdate()
{
if (!GameOver)
{
if (Input.GetKey(KeyCode.W))
{
rb.AddRelativeForce(Vector3.up * 6f);
}
if (Input.GetKey(KeyCode.A))
{
rb.AddTorque(2f);
}
if (Input.GetKey(KeyCode.S))
{
rb.AddRelativeForce(Vector3.down * 6f);
}
if (Input.GetKey(KeyCode.D))
{
rb.AddTorque(-2f);
}
if (Input.GetKey(KeyCode.K))
health = 0;
}
explosionTransform.position = transform.position;
timer–;
if (timer <= 0)
explosionObject.SetActive (false);
gameOverscreen.transform.position = transform.position;
}

private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.relativeVelocity.magnitude > 2.2) {
health -= collision.relativeVelocity.magnitude;
hpBar.UpdateHealthBar(health*4);
Debug.Log(health);
explosionObject.SetActive(true);
timer = 45;

if (health <= 0)
{
GameOver = true;
explosionObject.transform.localScale = 2Vector3.one;
gameOverscreen.SetActive(true);
gameOverscreen.transform.localScale = 0.3f
Vector3.one;
gameObject.GetComponent().enabled = false;
hpBar.gameObject.SetActive(false);

}
}
}
}