Why is the game object movement jittery? [Solved]

Hi.

I’ve a scene with a player and a cube.

Why the cube jitters?

The Main Camera has the script SmoothFollow.

SmoothFollow.cs

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

public class SmoothFollow : MonoBehaviour {

    // The target we are following
    public Transform target;
    // The distance in the x-z plane to the target
    public float distance = 10.0f;
    // the height we want the camera to be above the target
    public float height = 5.0f;
    // How much we
    public float heightDamping = 2.0f;
    public float rotationDamping = 3.0f;

    // Place the script in the Camera-Control group in the component menu
    [AddComponentMenu("Camera-Control/Smooth Follow")]

    void LateUpdate () {
        // Early out if we don't have a target
        if (!target) return;

        // Calculate the current rotation angles
        float wantedRotationAngle = target.eulerAngles.y;
        float wantedHeight = target.position.y + height;

        float currentRotationAngle = transform.eulerAngles.y;
        float currentHeight = transform.position.y;

        // Damp the rotation around the y-axis
        currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

        // Damp the height
        currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime);

        // Convert the angle into a rotation
        var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0);

        // Set the position of the camera on the x-z plane to:
        // distance meters behind the target
        transform.position = target.position;
        transform.position -= currentRotation * Vector3.forward * distance;

        // Set the height of the camera
        transform.position = new Vector3(transform.position.x,currentHeight,transform.position.z);

        // Always look at the target
        transform.LookAt(target);
    }
}

CubeMove.cs

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

public class CubeMove : MonoBehaviour {

    public float speed;

    void Update () {

        transform.Translate(Vector3.forward * Time.deltaTime * speed);

    }
}

PlayerMove.cs

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

public class PlayerMove : MonoBehaviour {

    public Rigidbody rb;

    public float playerSpeed;

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

    void FixedUpdate() {
        rb.MovePosition(transform.position + transform.forward * Time.deltaTime * playerSpeed);
    }

}

Too vague, sorry.

OK. I got it. I changed Update() to FixedUpdate in the CubeMove.

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