Game performance when built.

While developing the game and testing it on unity it runs real smooth:

However when I built it on WebGL or Windows it runs sooooo sloooow…

Is there any reason I should know about?

Here is my code:

void Update()
   {
        if ((Input.GetKey(KeyCode.LeftArrow)) && (!Input.GetKey(KeyCode.RightArrow)))
        {
            moveLeft();
        }

        if ((Input.GetKey(KeyCode.RightArrow)) && (!Input.GetKey(KeyCode.LeftArrow)))
        {
            moveRight();
        }

        if (Input.GetKeyDown(KeyCode.UpArrow) && !gooey_up)
        {
            startJump();
        }

        if (Input.GetKeyUp(KeyCode.UpArrow) && !gooey_up)
        {
            jump();
        }

        if ((Input.GetKeyUp(KeyCode.RightArrow) && !Input.GetKey(KeyCode.LeftArrow)) || (Input.GetKeyUp(KeyCode.LeftArrow) && !Input.GetKey(KeyCode.RightArrow)))
        {
            gooey_moving = false;
            if (!gooey_startJump && !gooey_up)
            {
                gooey_standing = true;
            }
        }

        updateSprite();
    }

    public void jumping(int x)
    {
        if (x == 1)
        {
            Vector3 vector3 = new Vector3(transform.position.x, transform.position.y + (jump_speed * jump_strength), transform.position.z);
            transform.position = vector3;
        }
        else if (x == 2)
        {
            float[] air_speed = null;

            air_speed = new float[5];

            float mid_air_speed;

            mid_air_speed = jump_speed / 1.5f;

            if (z > 4)
            {
                z = 0;
            }

            air_speed[0] = mid_air_speed;
            air_speed[1] = mid_air_speed / 2;
            air_speed[2] = 0f;
            air_speed[3] = -mid_air_speed / 2;
            air_speed[4] = -mid_air_speed;

            Vector3 vector3 = new Vector3(transform.position.x, transform.position.y + air_speed[z], transform.position.z);
            transform.position = vector3;

            z++;

        }
        else if (x == 3)
        {
            Vector3 vector3 = new Vector3(transform.position.x, transform.position.y - (jump_speed * jump_strength), transform.position.z);
            transform.position = vector3;
        }
    }

    public void moveLeft()
    {
        gooey_standing = false;

        if (!gooey_up && !gooey_startJump)
        {
            gooey_moving = true;
        }
        float movement = transform.position.x;
        movement = movement - 0.01f;
        Vector3 vector3 = new Vector3(movement, transform.position.y, transform.position.z);
        transform.position = vector3;
    }

    public void moveRight()
    {
        gooey_standing = false;

        if (!gooey_up && !gooey_startJump)
        {
            gooey_moving = true;
        }
        float movement = transform.position.x;
        movement = movement + 0.01f;
        Vector3 vector3 = new Vector3(movement, transform.position.y, transform.position.z);
        transform.position = vector3;
    }

I would imagine the opposite effect; as if the videos switched places. You need to multiply your movement values by Time.deltaTime.

float speed = 100 * Time.deltaTime;
float movement = transform.position.x;
movement = movement + speed;