Performance issue Unity 2D

Hello,
I am new to Unity, so maybe my question is a really basic one. I tried to make a simple Scene with a TileMap and it works just fine on a very good Computer. But when I want to run the “game” with my Laptop, which has 16Gb of RAM, an Intel i7 5th generation and a small graphics chip from Nvidia, the game starts to lag a bit. Sometimes the game runs smooth and a few seconds later I have 30fps or more. It is only a very small game with very low graphics so I can not understand why I get those performance issues. I tried to set the Application.targetFrameRate to 300 and disable V-Sync but this made it only worse.

The game Scene:

My Code (only 2 Scripts):

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

public class CameraFollowing : MonoBehaviour
{
    private Transform playerTransform;
    private float smoothSpeed = .13f;
    private Vector3 offsetToPlayer = new Vector3(0, 0, -9);

    private void Start()
    {
        Application.targetFrameRate = 300;
        playerTransform = GameObject.Find("Player").GetComponent<Transform>();
    }

    // Update is called once per frame
    void LateUpdate() //LateUpdate wird nach Update aufgerufen. Macht aber genau das selbe.
    {
        Vector3 desiredPosition = playerTransform.position + this.offsetToPlayer;
        Vector3 smoothPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed); //Lerp wird verwendet um "smooth" von einem Punkt A nach einem Punkt B zu kommen
        this.transform.position = smoothPosition;
    }
}

The PlayerController:

using System;
using UnityEngine;

public class CharacterController2DTopDown : MonoBehaviour
{
    //Inspector Variables
    private float playerSpeed = 8; //speed player moves
    public Boolean isTurnedRight;
    private SpriteRenderer spriteRenderer;

    void Start()
    {
        spriteRenderer = this.GetComponent<SpriteRenderer>();
        spriteRenderer.flipX = false;
        isTurnedRight = true;
    }
    void Update()
    {
        Move();
        if (1 / Time.deltaTime <= 60)
        {
            Debug.Log(1 / Time.deltaTime);
        }
    }

    void Move()
    {
        //Um ein starkes lineares Bewegungsgefühl zu schaffen verwende ich
        //Transform.translate und nicht RigidBody.AddForce. 
        //UP
        if (Input.GetKey(KeyCode.W)) //Press up arrow key to move forward on the Y AXIS
        {
            transform.Translate(0, playerSpeed * Time.deltaTime, 0);
        }
        //DOWN
        if (Input.GetKey(KeyCode.S))
        {
            transform.Translate(0, -playerSpeed * Time.deltaTime, 0);
        }
        //LEFT
        if (Input.GetKey(KeyCode.A))
        {
            transform.Translate(-playerSpeed * Time.deltaTime, 0, 0);
            //Flip Player Graphic
            if(isTurnedRight)
            {
                spriteRenderer.flipX = true;
                this.isTurnedRight = false;
            }
        }
        //RIGHT
        if (Input.GetKey(KeyCode.D))
        {
            transform.Translate(playerSpeed * Time.deltaTime, 0, 0);
            //Flip Player Graphic
            if (!isTurnedRight)
            {
                spriteRenderer.flipX = false;
                this.isTurnedRight = true;
            }
        }
    }
}

I hope someone can help me.

Debug.Log() is pretty bad for performance, especially when called every frame. Try removing that line in Update and see if the performance improves at all.

it is imposible to be a code problem since those 2 script should run really fast, please use the profiler window for checking whats causing the spikes, also why are you using lateupdate in the camera rather than update? The remove the logs and save the transform in a variable at the start and use that rather than transform.

void Start()
{
Transform myTransform = transform;
}

screenshot in the profiler what is making the lag spikes please.