Character Falling Slower When Moving Back And Forth

I have a simple character controller script that works well accept whenever Im falling and moving in any other direction I fall drastically slower. Im not sure if it has to do with Time.deltaTime and my computer slowing down whenever I move (This shouldnt be the case because I have a nice enough computer (with a decent GPU) to play video games on low settings). Any ideas would be gladly accepted, Thanks!

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

public class Player_Movement_Script : MonoBehaviour
{
	public Camera camera;
	public GameObject Front_Collider;
	public GameObject Back_Collider;
	public GameObject Left_Collider;
	public GameObject Right_Collider;
	float Player_Gravity = 9.81f / 50;
	float Player_Speed = 0.1f;
	float Sprint_Addition = 0.05f;
	float Sprint_Acceleration = 5;
	float Jump = 65f;
	float Current_Gravity;
	float Current_Speed;
	float Ground_Distance;
	float Ceiling_Distance;
	bool Ceiling_Bool = false;

	// Start is called before the first frame update
	void Start()
    {
		Current_Gravity = Player_Gravity;
    }

    // Update is called once per frame
    void Update()
    {
		Ray Floor_Ray = new Ray(transform.position, -transform.up);
		RaycastHit Floor_Hit;

		if (Physics.Raycast(Floor_Ray, out Floor_Hit))
		{
			Ground_Distance = Floor_Hit.distance - 1;
		}

		Ray Ceiling_Ray = new Ray(transform.position, transform.up);
		RaycastHit Ceiling_Hit;

		if (Physics.Raycast(Ceiling_Ray, out Ceiling_Hit))
		{
			Ceiling_Distance = Ceiling_Hit.distance - 1;
		}
		else
		{
			Ceiling_Distance = 999;
		}

		if (Ceiling_Distance < 0.2f && Ceiling_Bool == false)
		{
			Current_Gravity = Player_Gravity;
			Ceiling_Bool = true;
		}
		if (Ceiling_Distance > 0.2f)
		{
			Ceiling_Bool = false;
		}

		if (Ground_Distance > 0)
		{
			if (Ground_Distance > Current_Gravity * Time.deltaTime)
			{
				transform.position += new Vector3(0, -Current_Gravity * Time.deltaTime, 0);
				Current_Gravity += Player_Gravity;
			}
			else
			{
				transform.position += new Vector3(0, -Ground_Distance, 0);
			}
		}

		if (Ground_Distance < 0.1f)
		{
			Current_Gravity = 0;
			if (Input.GetKey(KeyCode.LeftShift))
			{
				Current_Speed = Mathf.Lerp(Current_Speed, Player_Speed + Sprint_Addition, Time.deltaTime * Sprint_Acceleration);
				camera.fieldOfView = Mathf.Lerp(camera.fieldOfView, 70, Time.deltaTime * Sprint_Acceleration);
			}
			else
			{
				Current_Speed = Mathf.Lerp(Current_Speed, Player_Speed, Time.deltaTime * Sprint_Acceleration);
				camera.fieldOfView = Mathf.Lerp(camera.fieldOfView, 60, Time.deltaTime * Sprint_Acceleration);
			}
			if (Input.GetKey(KeyCode.Space))
			{
				Current_Gravity = -(Player_Gravity * Jump);
				transform.Translate(0, -Current_Gravity * Time.deltaTime, 0);
			}
		}

		if (Input.GetKey(KeyCode.W))
		{
			if (Front_Collider.GetComponent<Collider_Scipt>().Colliding == false)
			{
				transform.Translate(0, 0, Current_Speed);
			}
		}
		if (Input.GetKey(KeyCode.S))
		{
			if (Back_Collider.GetComponent<Collider_Scipt>().Colliding == false)
			{
				transform.Translate(0, 0, -Current_Speed);
			}
		}
		if (Input.GetKey(KeyCode.D))
		{
			if (Right_Collider.GetComponent<Collider_Scipt>().Colliding == false)
			{
				transform.Translate(Current_Speed, 0, 0);
			}
		}
		if (Input.GetKey(KeyCode.A))
		{
			if (Left_Collider.GetComponent<Collider_Scipt>().Colliding == false)
			{
				transform.Translate(-Current_Speed, 0, 0);
			}
		}
	}
}

ok never mind, I fixed the issue, my ceiling detection was detecting a part of the sprite when moving at high speeds (such as falling) and was triggering a gravity reset. That was causing my fall to be slowed down.