Different computers run at different speeds. The best way to account for this is to always multiply your transform code by Time.deltaTime.
Speed can be stored in its own variable to update with ease and is generally multiplied or divided when updating the transform.
Examples:
// Define public global variables// These will appear in the Inspector tabpublicfloat speed =3.5F;publicVector3 destination;// Only runs oncevoidStart(){ // Initialize the destination location destination =newVector3(20.0F,0,0);}// Runs each framevoidUpdate(){ // Example of updating positiontransform.position+=newVector3(1.0F,0,0) * speed *Time.deltaTime; // Example of using Translate()transform.Translate(newVector3(1.0F,0,0) * speed *Time.deltaTime); // Example of using Vector3.Lerp()transform.position=Vector3.Lerp(transform.position, destination, speed *Time.deltaTime);}