build and test runs differnent,test run and build diffrent

so I have this game that you play as a cube on top of a platform while other cubes charge towards you and try to knock you of the platform. I have the enemy in a prefab that I summon with a simple spawner script every time and the movement for the enemy is here

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

public class enemyScript : MonoBehaviour{

public Rigidbody rb;
public float speed = 1f;
GameObject player;

void Start(){
    player = GameObject.Find("player");
}

// Update is called once per frame
void Update()
{
    Vector3 way = (player.transform.position - transform.position) * Time.deltaTime;
    way.y = 0;
    rb.AddForce(Vector3.Normalize(way)*speed*20);
}

}

the problem is that when I run it as a simple test the enemies move in enormously fast and then when I build the same game the enemies move enormously slow. is this a well known problem or am I doing something wrong?
,so I have this game that you play as a cube on top of a platform while other cubes charge towards you and try to knock you of the platform. i have the enemy in a prefab that I summon with a simple spawner script every time and the movement for the enemy is here

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

public class enemyScript : MonoBehaviour{

public Rigidbody rb;
public float speed = 1f;
GameObject player;

void Start(){
    player = GameObject.Find("player");
}

// Update is called once per frame
void Update()
{
    Vector3 way = (player.transform.position - transform.position) * Time.deltaTime;
    way.y = 0;
    rb.AddForce(Vector3.Normalize(way)*speed*20);
}

}

the problem is that when I run it as a simple test the enemies move in enormously fast and then when I build the same game the enemies moves enormously slow. is this a well known problem or am I doing something wrong.

Hello. Add force function accelerates the movement of an object, and the more times this function is called, the more the speed of the object. I recommend using the following code (in FixedUpdate):

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

public class enemyScript : MonoBehaviour
{
    public Rigidbody rb;
    public float speed = 1f;
    GameObject player;

    void Start()
    {
        player = GameObject.Find("player");
    }

    void FixedUpdate()
    {
        Vector3 way = player.transform.position - transform.position;
        way = new Vector3(way.x, 0, way.z);
        way = way.normalized;
        rb.velocity = way * speed * 2;
        // the speed of the game object will be constant and depend on the variable "speed"
    }
}