How Would I Add A Delay Between Jumps .

How Would I Add A Delay Between Jumps So People Cant Hold Jump And Keep Jumping. Rather Only Be Able To Press Jump.

public float speed = 10f;
public float gravity = -10f;
public float jumpHeight = 5f;

public Transform groundCheck;
public float groundDistance = 0.7f;
public LayerMask groundMask;

Vector3 velocity;
bool isGrounded;

void Update()
{
    isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

    if (isGrounded && velocity.y < 0)
    {
        velocity.y = -2f;
    }

    float x = Input.GetAxisRaw("Horizontal");
    float z = Input.GetAxisRaw("Vertical");

    Vector3 move = transform.right * x + transform.forward * z;

    controller.Move(move * speed * Time.deltaTime);

    if (Input.GetButton("Jump") && isGrounded)
    {
        velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
    }

    velocity.y += gravity * Time.deltaTime;

    controller.Move(velocity * Time.deltaTime);
    controller = GetComponent<CharacterController>();

    if (isGrounded && velocity.y < 0)
    {
        controller.slopeLimit = 45.0f;
        velocity.y = -2f;
    }

    if (Input.GetButtonDown("Jump") && isGrounded)
    {
        controller.slopeLimit = 100.0f;
        velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);

    }
}

}

KEEP IN MIND IM COMPLETELY A BEGINNER AND HAVE ALMOST NO KNOWLEDGE OF CODING.

you could try raycasts, but Physics.SphereCheck should be fine as well

If i understood your qustion right, you want to have a timer. @Fob823

public float targetTime = 2f;

    // Update is called once per frame
    void Update()
    {
        targetTime -= Time.deltaTime;

        if (Input.GetKey(KeyCode.Space)) {
            if (targetTime <= 0.0f)
            {
                //jump action
                targetTime = 2f;
     }
            }
                 }

Like @maichaelfelleisen said, a raycast or Physics.spherecast would work, or an empty gameobject that is a child of the player with a collider attatched would work. If you really don’t want to do that, and your game is simple enough, you could use a coroutine to wait a certain amount of seconds before the player can jump again, but that isn’t very efficient