i'dont want double Jump

My character jump and is working, but if I press the Jump button several times not to jump infinitely.

think I figured out the mechanism of the flappy bird.

Code i have written is here :

can i help me.

using UnityEngine;

public class CharacterControllerScript : MonoBehaviour {

    public float MaxSpeed = 10f;
    bool facingRight = true;
    bool grounded = false;
    public Transform groundCheck;
    float groundRadius = 0.2f;
    public LayerMask whatIsGround;
    public float jumpForce = 1000f;
    public bool Jump = false;
    private Animator anim;

	// Use this for initialization
	void Awake () {
        
        anim = GetComponent<Animator>();
	}
	
	// Update is called once per frame
	void FixedUpdate () {


        grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
        anim.SetBool("Ground", grounded);


        anim.SetFloat("Vspeed", GetComponent<Rigidbody2D>().velocity.y);

        float Move = Input.GetAxis("Horizontal");

        anim.SetFloat("Speed", Mathf.Abs(Move));


        GetComponent<Rigidbody2D>().velocity = new Vector2(Move * MaxSpeed, GetComponent<Rigidbody2D>().velocity.y);

        if (Move > 0 && !facingRight)
            Flip();
        else if (Move < 0 && facingRight)
        Flip();

        if (Jump) {

            
            anim.SetBool("Ground", false);
            GetComponent<Rigidbody2D>().AddForce(new Vector2(0f, jumpForce));
            Jump = false;
        }           
	}

    void Update() 
    {

        if (Input.GetButtonDown("Jump") && grounded)
            Jump = true;
        
        
        /*if (grounded && Input.GetKeyDown(KeyCode.Space))
        {
            anim.SetBool("Ground", false);
            GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce));
        }*/
    }

    void Flip(){

        facingRight = !facingRight;
        Vector3 theScale = transform.localScale;
        theScale.x *= -1;
        transform.localScale = theScale;
    }
}

It all looks like it should work but maybe its the Jump-bool that bugs out. I’ve had that happen alot so heres what I did for my jumping:

if (grounded && Input.GetKeyDown(KeyCode.Space)) { rigidbody2D.AddForce(new Vector2(0, jumpForce)); }

maybe you could use that.
And you should probably not capitalize the first letter of your bool.