Jumping causes strange bugs and messages

Every time i jump the player disappears off the screen and in the inspector the Transform Position Y changes at alarming rates. I also get this message in the Inspector Transform tab - “Due to floating-point precision limitations, it is recommended to bring the world coordinates of the GameObject within a smaller range.” What does this mean?

Heres the source code if it helps:
using UnityEngine;
using System.Collections;

public class Move : MonoBehaviour
{
	public float moveSpeed = 7f;
	public float turnSpeed = 150f;
	public float jumpSpeed = 0.25f;
	
	void Update ()
	{
		if(Input.GetKey(KeyCode.W))
			transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
		
		if(Input.GetKey(KeyCode.S))
			transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime);
		
		if(Input.GetKey(KeyCode.A))
			transform.Rotate(Vector3.up, -turnSpeed * Time.deltaTime);
		
		if(Input.GetKey(KeyCode.D))
			transform.Rotate(Vector3.up, turnSpeed * Time.deltaTime);

		//jump test
		if (Input.GetKey (KeyCode.Space) && !Gravity.boolGravity) {
			rigidbody.AddForce(Vector3.up * jumpSpeed);;
			Gravity.boolGravity = true;
		}
	}
}

In your code I see that you have (-Vector3.forward * moveSpeed * Time.deltaTime), And you have Vector3.up, -turnSpeed * Time.deltaTime)try instead:

Vector3.forward * (-moveSpeed * Time.deltaTime);
Vector3.up, (-turnSpeed * Time.deltaTime);

ok so i fixed it by changing my rigidBody mass, but now i need to know how to do one of two things.

I could either use a timer to set boolGravity back to true, or i could make it to where when my players y value reaches a certain value such as 6 or 10 it sets it back to true.

If i do option one, i’ll need a lot of help as i have no experience with timers in C#
If i do option two, all i need to know is how to use an if statement to access my players y value.

thanks for all the help!

They have answered your question like 5 times already.
There is seldom a need to add gravity manually. Is there a reason for it?

as for the other

var OldPosition : Vector3;

if(jumping != false)
{
if(Vector3.Distance(oldPosition,newPosition) > value)
{
jumping = false;
}

}

there are about 70,000 methods for that though. Once jumping is false, you can use whatever code you wish once the condition is met.