2D Doubel Jump issue

I modified the standard 2d Character Asset with a doubeljump.
If u doubel jump AND walk in any direction while landing u get stuck floating above the ground,unable to reset the “jumpcount” in the code.

using System;
using UnityEngine;


namespace UnityStandardAssets._2D
{
    public class PlatformerCharacter2D : MonoBehaviour
    {
        [SerializeField]
        private float m_MaxSpeed = 10f;                    // The fastest the player can travel in the x axis.
        [SerializeField]
        private float m_JumpForce = 400f;                  // Amount of force added when the player jumps.
        [Range(0, 1)]
        [SerializeField]
        private float m_CrouchSpeed = .36f;  // Amount of maxSpeed applied to crouching movement. 1 = 100%
        [SerializeField]
        private bool m_AirControl = false;                 // Whether or not a player can steer while jumping;
        [SerializeField]
        private LayerMask m_WhatIsGround;                  // A mask determining what is ground to the character

        private Transform m_GroundCheck;    // A position marking where to check if the player is grounded.
        const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
        private bool m_Grounded;            // Whether or not the player is grounded.
        private Transform m_CeilingCheck;   // A position marking where to check for ceilings
        const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
        private Animator m_Anim;            // Reference to the player's animator component.
        private Rigidbody2D m_Rigidbody2D;
        private bool m_FacingRight = true;  // For determining which way the player is currently facing.
        AudioSource audio;

        int jumpCount = 0;


        private void Awake()
        {
            // Setting up references.
            m_GroundCheck = transform.Find("GroundCheck");
            m_CeilingCheck = transform.Find("CeilingCheck");
            m_Anim = GetComponent<Animator>();
            m_Rigidbody2D = GetComponent<Rigidbody2D>();
            audio = GetComponent<AudioSource>();
        }

        void Update()
        {
            
        }
        private void FixedUpdate()
        {
            if (jumpCount == 2) 
            m_Grounded = false;

            // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
            // This can be done using layers instead but Sample Assets will not overwrite your project settings.
            Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
            for (int i = 0; i < colliders.Length; i++)
            {
                if (colliders*.gameObject != gameObject)*

{
m_Grounded = true;
jumpCount = 0;
}
}
m_Anim.SetBool(“Ground”, m_Grounded);

// Set the vertical animation
m_Anim.SetFloat(“vSpeed”, m_Rigidbody2D.velocity.y);

}

public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch && m_Anim.GetBool(“Crouch”))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}

// Set whether or not the character is crouching in the animator
m_Anim.SetBool(“Crouch”, crouch);

//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move * m_CrouchSpeed : move);

// The Speed animator parameter is set to the absolute value of the horizontal input.
m_Anim.SetFloat(“Speed”, Mathf.Abs(move));

// Move the character
m_Rigidbody2D.velocity = new Vector2(move * m_MaxSpeed, m_Rigidbody2D.velocity.y);

// If the input is moving the player right and the player is facing left…
if (move > 0 && !m_FacingRight)
{
// … flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right…
else if (move < 0 && m_FacingRight)
{
// … flip the player.
Flip();
}
}
// If the player should jump…
if (Input.GetButtonDown(“Jump”) && jumpCount < 1)
{
jumpCount++;
m_Grounded = false;
m_Anim.SetBool(“Ground”, false);
m_Rigidbody2D.velocity = new Vector2(m_Rigidbody2D.velocity.x, 0);
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
audio.Play();
}

}

private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;

// Multiply the player’s x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
}

Fixed it. I had to tag the “ground” as ground in the inspector