AddForce power varies depending on what computer I am on

Currently working on a game with some others, but for reasons I don’t understand the jump height seems to differ on each of our computers. On my computer it looks good, but on other computers he’s flying up in the air instead of jumping. Any ideas are appreciated!

This is the function I use for jumping.

private void Jump()
    {
        rb.AddForce(new Vector3(0, jumpHeight, direction * speed * Time.fixedDeltaTime * 100));
    }

This function is called in FixedUpdate() from this if statement.

if (Input.GetKeyDown(KeyCode.Space) && grounded == true)
     {
         Invoke("Jump", 0.2f);
     }

The movement speed seems to vary too, just not as much. This is controlled by this.

rb.velocity = new Vector3(0, rb.velocity.y, direction * speed * Time.fixedDeltaTime * 100);

Forces involve physic interaction with the environment. The resulting effect depends on the mass, contacting colliders, and other factors.

Jumps are better simulated by changing the velocity instead of applying a force. Try using the ForceMode.VelocityChange flag like this:

rb.AddForce(Vector3.up * 1.0f, ForceMode.VelocityChange)

This imposes an instant vertical velocity of 1 m/s to the rigidbody, no matter the mass, the contacted colliders, or any other factor.