You seem to have physics calculations on Update() which is framerate dependent (not good), use FixedUpdate() instead. My virtualized i3-4170 couldn't keep up (30-40FPS) resulting on various bugs and glitches. The camera is also a bit wanky, try making it a child of the Player or you can use Vector3.SmoothDamp inside Update() https://docs.unity3d.com/ScriptReference/Vector3.SmoothDamp.html to make it nice and smooth.