How can I LERP the X position to the X position of the player

with my code i’ve only gotten the game object to to go directly to the X position of the player - though it moves in a jagged manner

using UnityEngine;
using System.Collections;

public class SetPositonToPlayerX : MonoBehaviour {
    private Transform myTarget;  // Using it to grab the player's position
    private float playerXPosition;
	// Use this for initialization
	void Start () {
        
	
	}
	
	// Update is called once per frame
	void Update () {
        // Looks for the "the player" + the transform

        if (myTarget == null)
        {
            myTarget = GameObject.Find("The Player").transform;
            Debug.Log("Yo dawg Where'd the Player Ship go!?");

            return;// if The TARGET iS NOT FOUND - try again in the next frame.   
        }
        ///////////////////////////////////////////////////////////////////////////////
        if (myTarget != null) {
            playerXPosition = myTarget.position.x;
            transform.position = new Vector2(playerXPosition, transform.position.y);


        }
    }
}

See the documentation on Vector2.Lerp.

transform.position = Vector2.Lerp(transform.position, new Vector2(playerXPosition, transform.position.y), 0.2);

using UnityEngine;
using System.Collections;

public class SetPositonToPlayerX : MonoBehaviour{
    private float x;
    private float y;
    private float z;
    Vector3 pos;

    private Transform myTarget;  // Using it to grab the player's position
    private float playerXPosition;
    public float Smoothing = 0.2f;
    // Use this for initialization


    // Update is called once per frame
    void Update()
    {
        //the game object's X Position
        //float goXPosition = transform.position.y;
        // Looks for the "the player" + the transform

        if (myTarget == null)
        {
            myTarget = GameObject.Find("The Player").transform;
            Debug.Log("Yo dawg Where'd the Player Ship go!?");

            return;// if The TARGET iS NOT FOUND - try again in the next frame.   
        }

        // if the player target is found
        if (myTarget != null)
        {
            //Updates the Player X Position variable to the target's X position
            playerXPosition = myTarget.position.x;
            setToPositionX();
          
        }
    }

    void setToPositionX(){
        //gameObject.transform.position
            //transform.position = new Vector3(Vector3.Lerp(transform.position.x, playerXPosition, Time.deltaTime), transform.position.y), transform.position.z);
        //Sets the x position  float with lerp.
        x = Mathf.Lerp(playerXPosition, transform.position.y, Smoothing);
        //Sets the Y Position to gameobjects's y Position
        y = transform.position.y;
        //sets the Z Position to the gameobject's Z Position.
        z = gameObject.transform.position.z;
        //Puts all the positions together
        pos = new Vector3(x, y, z);
        //Sets the objects position to the new position from "pos"
        transform.position = pos;

        }
}

I found out my own solution - this worked for me
I’m able to change the rate in which the gameobject moves towards the target x position by the “smoothing” variable.