Jump working in editor runtime but not working in WebGL build

Hello, I wrote a simple script only for first-person-view character to jump. It works pretty well in editor runtime but not in standalone pc build or WebGL build. The code was first in the movement controller script where it had faced similar problem; I took out and tried several things that did not really work. Would you mind sharing any possible methods I should go and check? FYI, I left .isGrounded for the game purpose.

[SerializeField] private float jumpSpeed = 7.0f;
private Rigidbody rb;

// Start is called before the first frame update
void Start()
{
    rb = GetComponent<Rigidbody>();
}

// Update is called once per frame
void Update()
{
    float _yMovement = Input.GetAxis("Jump");
    //Apply jump
    if (Input.GetAxis("Jump") != 0 || Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.V) || Input.GetKey("space"))
    {
        rb.AddForce(new Vector3(0, _yMovement * jumpSpeed, 0), ForceMode.Impulse);

    }       
}

I’m not certain why this wouldn’t work in a Build, unless you are hitting v(see 2), but some suggestions, .

  1. float _yMovement = Input.GetAxis("Jump"); this returns between -1 and 1 so the most you get from your jumpSpeed is 0-7.

  2. _yMovement = 0 if you hit v as it’s not a default axis, you can however add it to the Inputs as a secondary positive input under project settings.

  3. GetAxis() is a constant input like GetKey() it triggers for the entire time you are holding it down, so if you hold it down it will add force every frame.

Is it just not doing anything or something you don’t want it to do?