jumping reacts differently in Editor, maximized, webplayer

I have this really strange problem where my code that I use for jumping reacts differently depending on if I’m playing in the Editor, Editor maximize on play or web player!

In the editor the jumping works great

In maximize on play mode, it suddenly jumps really low and fast

in web player it jumps really high and slow

I’m not sure what I’m doing wrong? Can anyone help me out?

My update function

function Update () {
	if(userInput){
		verticalInput = Input.GetAxisRaw("Vertical");
		horizontalInput = Input.GetAxis("Horizontal");
	}
	
	UpdateMovement();
	
	collisionFlag = characterController.Move(movement.direction * movement.runSpeed * Time.deltaTime);
	if(collisionFlag == CollisionFlags.Above){
		print("hit ceiling!");
		movement.reachedApex = true;
		movement.verticalSpeed -= 0.1;
	}
}

Here is the jump code

function UpdateMovement(){
	movement.direction = Vector3(horizontalInput, 0, 0);
	
	if(characterController.isGrounded){
		//if character just landed from a jump
		if(movement.isJumping){
			movement.isJumping = false;
			movement.reachedApex = false;
		}
		
		if(verticalInput > 0){
			movement.verticalSpeed = movement.minJumpHeight;
			movement.direction.y += movement.verticalSpeed;
			movement.isJumping = true;
		}
		else{
			//stabilizes the characterController.isGrounded
			movement.direction.y = -0.1;
		}
		
	}
	else{
		if(movement.isJumping){
		
			if(verticalInput > 0  !movement.reachedApex)
				movement.verticalSpeed += movement.jumpSpeed;
			
			if(movement.verticalSpeed >= movement.maxJumpHeight)
				movement.reachedApex = true;

			if(movement.verticalSpeed > movement.gravity)
				movement.verticalSpeed -= movement.jumpDrag;
			
			movement.direction.y += movement.verticalSpeed;
		}
		else
			//while falling, we don't want it to drop as fast so reduce the gravity
			movement.direction.y += movement.gravity*0.6;
	}

	
}

you should use FixedUpdate instead of Update

Ah, cool that solved the problem!

I ended up putting the updatemovement function into Fixedupdate but left the input and controller.move in Update as using fixedupdate was a bit jerky.

But how come the 2.5D tutorial uses update without any problems?

Thanks!