The problem I have at the moment is when I tell unity to build and run my game it makes my objects move 3 to 4 times faster then they do in the editor. I have tried deleting the build and rebuilding it multiple times but no luck.
That's normal, the editor runs considerably slower than a web player or stand alone. What you need to do is add a fixed time multiplier to your code to make things move relative to actual time instead of frame rate.
Is your object speed dependent on framerate? The framerate is usually faster in a build than in the editor, so if the movement speed isn't independent from the framerate then it would move faster.
For Example;
Dependent on framerate (moves 1 meter per frame);
function Update () {
transform.Translate (0, 0, 1);
}
Not dependent (by multiplying the amount moved by Time.deltaTime, which is how long the last frame was, the movement speed becomes 1 meter per second rather than 1 meter per frame);
function Update() {
transform.Translate (0, 0, 1*Time.deltaTime);