Make Input.GetButtonDown more sensitive/precise?

EDIT: I seemed to have fixed it by going to Project Settings → Time → and making the Fixed Timestamp 0.0001.

Hey I’m making a 2D game (my second game) and I want it to be extremely precise since it will be fast paced and will have multiple objects that need to be dodged right after each other.

My issue is that after I jump (set to “Z” key), sometimes it won’t let me jump again if I press z again really fast (right after the first key press). This is an issue because if there are two obstacles that need to be dodged one after another, it will jump once, but it will ignore my second key press and not jump. In my Input-manager I have gravity set to “1” and Sensitivity set to “1000”.

Here is my jump code:

void FixedUpdate(){

		if(Input.GetButtonDown("Jump")){
			
		rigidbody.AddForce(Vector3.up * jumpHeight);
		
                }	
		
	}

I fixed it, but if you are interested in game, you can play here. I will update as I work on it.: Z is to Jump

Input should be handled in Update, not FixedUpdate.

http://forum.unity3d.com/threads/45582-Input-GetButtonDown-not-working

“You can’t really use GetButtonDown in FixedUpdate, because it’s only true for the one frame in which it occurs, and it’s reasonably likely (depending on the framerate vs. the physics framerate) that FixedUpdate won’t be executed during that particular frame.”