How to fix it?

I make simple Player Movment (2D) and i moving player fall (https://puu.sh/x7zFb/5f9e8f3c7f.mp4) how to fix it?
Script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovment : MonoBehaviour {



   // public float maxJumpSpeed = 3;
    public float maxSpeed = 3;
	public float speed = 50f;
	public float jumpSpeed = 250f;

	private Rigidbody2D rb2d;

    public bool grounded;

    public Transform groundCheckPoint;
    public float groundCheckRadius;
    public LayerMask groundLayer;

    

    // Use this for initialization
    void Start () {
		rb2d = gameObject.GetComponent<Rigidbody2D>();
	}
	
	// Update is called once per frame
	void Update () {
        grounded = Physics2D.OverlapCircle(groundCheckPoint.position,groundCheckRadius, groundLayer);

        if (Input.GetAxis("Horizontal") < -0.1f)
        {
            transform.localScale = new Vector3(-1, 1, 1);
        }
        
        if (Input.GetAxis("Horizontal") > 0.1f)
        {
            transform.localScale = new Vector3(1, 1, 1);
        }


       

    }

	void FixedUpdate () {
		float h = Input.GetAxis ("Horizontal");
        //float w = Input.GetAxis("Vertical");
        rb2d.AddForce(Vector2.right * speed * h);

        Vector3 easeVelocity = rb2d.velocity;
        easeVelocity.y = rb2d.velocity.y;
        easeVelocity.z = 0.0f;
        easeVelocity.x = 0.75f;


        if (grounded)
        {
            easeVelocity = rb2d.velocity;
        }
        if (rb2d.velocity.x > maxSpeed)
        {
            rb2d.velocity = new Vector2(maxSpeed, rb2d.velocity.y);
        }
        if (rb2d.velocity.x < -maxSpeed)
        {
            rb2d.velocity = new Vector2(-maxSpeed, rb2d.velocity.y);
        }

        if (Input.GetKeyDown(KeyCode.Z) && grounded)
        {
            rb2d.AddForce(Vector2.up * jumpSpeed);
        }
        

       
            
          
        }
       
   
        
        

   
        
         
        }

player setings:
alt text and alt text

On your rigidbody component, apen constraints and check x and z rotations, or rotations you dont need to move