getButton(Down) vs getMouseButton(Down)

Hi! I managed to make the player jump by holding button and then accelerating down after releasing the button with this script (see down below).
Thought I could make the same thing happen when holding finger on screen by changing to “getMouseButton(0)” and “getMouseButtonDown(0)” in script. But it doesn’t. Instead the player jumps high (but not as high as with button) when TAPPING the screen and only make a mini jump when HOLDING finger on screen. So kind of the opposite of what I want. Very thankful for help! I’m kind of lost…

private void Update() {
if (Input.GetButtonDown("Jump") && isGrounded)
        {
            inputJump = true;
        }

        else if (myRigidbody.velocity.y != 0 && !Input.GetButton("Jump"))
        {
            accDown = true; //making player accelerating down
        }
}

private void FixedUpdate() {
     if (inputJump == true)
        {
            myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpSpeed * Time.fixedDeltaTime);
            isGrounded = false;
            inputJump = false;
        }
        else if (accDown == true)
        {
            myRigidbody.AddForce(new Vector2(0f, accFall * Time.fixedDeltaTime)); //accFall is a float of how fast the player will fall down
            accDown = false;
        }
}

Try put in a Debug.Log() statement in your FixedUpdate() and every frame output the state of isGrounded, inputJump and accDown in a long spew of console lines. Then play it and compare between the button way and the mouse way, see what might be different over time.

Oh sorry now it started to work for some reason. Must have messed up somewhere. Thanks anyways!