Auto Jump on 3d platform glitch

Hi, I’m a beginner and I’m trying to do a simple autojump, but I got some glitches.
Here is the glitch: it jumps some times lot more than it should, sometimes lot less, and always at different altitude.
Here is my script: (ofc I have all “using…”)

public class PlayerController : MonoBehaviour
{
  
    public float moveSpeed;
    public float JumpForce;
    private Rigidbody rig;
    
    
    void Awake()
    {
        // get the components
        rig = GetComponent<Rigidbody>();

    }

    void Update()
    {

        move();
        if (Input.GetKey("space"))
        {
            tryJump();
        }
        //else if (Input.GetButtonDown("Jump"))
          //  tryJump();
        


    }
    void tryJump()
    {
        
        Ray ray1 = new Ray(transform.position + new Vector3 (0.50f,0,0.5f), Vector3.down);
        Ray ray2 = new Ray(transform.position + new Vector3(0.5f, 0, -0.5f), Vector3.down);
        Ray ray3 = new Ray(transform.position + new Vector3(-0.5f, 0, 0.5f), Vector3.down);
        Ray ray4 = new Ray(transform.position + new Vector3(-0.5f, 0, -0.5f), Vector3.down);

        bool cast1 = Physics.Raycast(ray1, 0.50f);
        bool cast2 = Physics.Raycast(ray2, 0.50f);
        bool cast3 = Physics.Raycast(ray3, 0.50f);
        bool cast4 = Physics.Raycast(ray4, 0.50f);

        if (cast1 || cast2 || cast3 || cast4)
            rig.AddForce(Vector3.up * JumpForce, ForceMode.Impulse);

    }

   void move ()
    {
        
        float xIN = Input.GetAxis("Horizontal");
        float zIN = Input.GetAxis("Vertical");

        Vector3 dir = new Vector3(xIN, 0, zIN) * moveSpeed;
        dir.y = rig.velocity.y;
        rig.velocity = dir;
        
    }

I don’t really know if this is the best way for jump, but it should still work I guess.
So, why if I use Input.GetButtonDown(“Jump”) it’s ok? What do I have to add in the code? Thank you!

Im pretty sure you’re having this issue because you’re using getKey and not getKeyDown. So instead of adding the force on the frame you press the button, it continues adding force till the raycasts no longer hit. This is different based on the situation.