Mobile swipe is inconsistent unlike keyboard inputs please help with my code

Hello, So when i try to move my character using mobile inputs it lerps inconsistent so when i used keyboard inputs like input get keycode d or a to move my character it worked perfectly but when i switched to using mobile inputs it just doesnt work like when i try to jump its jumping accordingly to swipe force, if it’s faster player jumps faster, if it’s slower player jumps slower etc. i want it to jump at same speed no matter the swipe force and same thing goes for left and right swipes i have script that detects collision and according to that bounces the player back to lane but even that’s working according to swipe force i want it to be the same result no matter the force of the swipe.

Here is the code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public Animator robot;
    public Rigidbody rb;

    public float speed = 5;
    public float sidewaySpeed = 10;
    public float jumpSpeed = 10;
    public float leftTime;
    public float centerTime;
    public float rightTime;
    public float rollTime;
    public float range = 2f;
    public float hitTime = 0;
    public float turnedLeftTime = 0f;
    public float turnedRightTime = 0f;
    public float minSwipeDistance = 20f;

    public Vector3 rightPos;
    public Vector3 centerPos;
    public Vector3 leftPos;

    private Vector2 fingerDownPosition;
    private Vector2 fingerUpPosition;

    public bool isRight = false;
    public bool isLeft = false;
    public bool isCenter = true;
    public bool roll;
    public bool isHit = false;
    public bool sideStep = false;
    public bool sideStep2 = false;
    public bool sideStep3 = false;
    public bool sideStep4 = false;
    public bool turnedRight = false;
    public bool turnedLeft = false;

    public bool grounded = false;
    public float groundCheckDistance;
    public float bufferCheckDistance = 0.1f;

    void Update()
    {
        if (Input.touchCount > 0)
        {
            Touch touch = Input.GetTouch(0);

            if (touch.phase == TouchPhase.Began)
            {
                fingerDownPosition = touch.position;
                fingerUpPosition = touch.position;
            }

            if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Ended)
            {
                fingerUpPosition = touch.position;
                CheckSwipe();
            }
        }

        if (roll && grounded)
        {
            rollTime += Time.deltaTime;
            robot.Play("rolling");
        }

        if (rollTime > 0)
        {
            rollTime += Time.deltaTime;
            roll = false;
        }

        if (rollTime > 0.2)
        {
            rollTime = 0;
        }

        if (grounded == false && roll)
        {
            Physics.gravity = new Vector3(0, -80, 0);
        }

        if (grounded)
        {
            Physics.gravity = new Vector3(0, -9.81f, 0);
        }
    }

    void CheckSwipe()
    {
        if (Vector2.Distance(fingerDownPosition, fingerUpPosition) >= minSwipeDistance)
        {
            Vector2 swipeDirection = fingerUpPosition - fingerDownPosition;
            swipeDirection.Normalize();

            if (swipeDirection.y > 0 && swipeDirection.x > -0.5f && swipeDirection.x < 0.5f && grounded == true)
            {
                GetComponent<Rigidbody>().AddForce(transform.up * jumpSpeed, ForceMode.Impulse);
                robot.Play("RobotArmature|Robot_Jump");
                // Handle swipe up action
            }
            else if (swipeDirection.y < 0 && swipeDirection.x > -0.5f && swipeDirection.x < 0.5f && rollTime == 0)
            {
                roll = true;
                // Handle swipe down action
            }
            else if (swipeDirection.x < 0 && swipeDirection.y > -0.5f && swipeDirection.y < 0.5f && isRight == true && centerTime > 0.23f)
            {
                isCenter = true;
                isRight = false;
                isLeft = false;
                turnedLeft = true;
                robot.Play("RobotArmature_Robot_WalkJump_Left");
                // Handle swipe left action
            }
            else if (sideStep2 == true && isCenter == true)
            {
                isLeft = true;
                isCenter = false;
                isRight = false;
                sideStep2 = false;
                turnedLeft = false;
                robot.Play("RobotArmature_Robot_WalkJump_Left");
            }
            else if (swipeDirection.x < 0 && swipeDirection.y > -0.5f && swipeDirection.y < 0.5f && isCenter == true && leftTime > 0.23f)
            {
                isCenter = false;
                isRight = false;
                isLeft = true;
                turnedLeft = true;
                robot.Play("RobotArmature_Robot_WalkJump_Left");
                // Handle swipe left2 action
            }
            else if (sideStep4 == true && isLeft == true)
            {
                isCenter = true;
                isLeft = false;
                isRight = false;
                robot.Play("RobotArmature_Robot_WalkJump");
                sideStep = false;
            }
            else if (swipeDirection.x > 0 && swipeDirection.y > -0.5f && swipeDirection.y < 0.5f && isCenter == true && rightTime > 0.23f)
            {
                isCenter = false;
                isRight = true;
                isLeft = false;
                turnedRight = true;
                robot.Play("RobotArmature_Robot_WalkJump");
                // Handle swipe right action
            }
            else if (sideStep3 == true && isRight == true)
            {
                isCenter = true;
                isRight = false;
                isLeft = false;
                robot.Play("RobotArmature_Robot_WalkJump_Left");
                sideStep = false;
            }
            else if (swipeDirection.x > 0 && swipeDirection.y > -0.5f && swipeDirection.y < 0.5f && isLeft == true && centerTime > 0.23f)
            {
                isCenter = true;
                turnedRight = true;
                isLeft = false;
                isRight = false;
                robot.Play("RobotArmature_Robot_WalkJump");
                // Handle swipe right2 action
            }
            else if (sideStep == true && isCenter == true&& turnedRightTime == 0)
            {
                isLeft = true;
                isCenter = false;
                isRight = false;
                sideStep = false;
                turnedRight = false;
            }
        }
    }

    void FixedUpdate()
    {
        groundCheckDistance = 0.3f;

        speed += Time.fixedDeltaTime / 20;

        if (isCenter == true)
        {
            turnedLeftTime += Time.deltaTime;
            turnedRightTime += Time.deltaTime;

            sideStep = false;
            sideStep2 = false;
            sideStep3 = false;
            sideStep4 = false;
        }

        if (isLeft)
        {
            turnedLeftTime = 0;
            turnedRightTime = 0;
        }

        if (isRight)
        {
            turnedRightTime = 0;
            turnedLeftTime = 0;
        }

        if (turnedLeftTime > 0.23f)
        {
            turnedLeft = false;
            turnedLeftTime = 0;
        }

        if (turnedRightTime > 0.23f)
        {
            turnedRight = false;
            turnedRightTime = 0;
        }

        Vector3 directionRay1 = new Vector3(0, 2, 3);
        Ray theRay = new Ray(transform.position, transform.TransformDirection(directionRay1 * range));
        Debug.DrawRay(transform.position, transform.TransformDirection(directionRay1 * range));

        if (Physics.Raycast(theRay, out RaycastHit hitd, range))
        {
            if (hitd.collider.CompareTag("obstacle"))
            {
                robot.Play("RobotArmature_Robot_Death");
                speed = 0;
            }
        }

        Vector3 directionRay2 = new Vector3(2, 2, 0);
        Ray theRay2 = new Ray(transform.position, transform.TransformDirection(directionRay2 * range));
        Debug.DrawRay(transform.position, transform.TransformDirection(directionRay2 * range));

        if (Physics.Raycast(theRay2, out RaycastHit hitd2, range))
        {
            if (hitd2.collider.CompareTag("obstacle") && turnedRight == true)
            {
                sideStep = true;
            }

            if (hitd2.collider.CompareTag("obstacle") && isRight == true)
            {
                sideStep3 = true;
            }
            else
            {
                sideStep3 = false;
            }
        }

        Vector3 directionRay3 = new Vector3(-2, 2, 0);
        Ray theRay3 = new Ray(transform.position, transform.TransformDirection(directionRay3 * range));
        Debug.DrawRay(transform.position, transform.TransformDirection(directionRay3 * range));

        if (Physics.Raycast(theRay3, out RaycastHit hitd3, range))
        {
            if (hitd3.collider.CompareTag("obstacle") && turnedLeft == true)
            {
                sideStep2 = true;
            }

            if (hitd3.collider.CompareTag("obstacle") && isLeft == true)
            {
                sideStep4 = true;
            }
            else
            {
                sideStep4 = false;
            }
        }

        RaycastHit hit;
        if (Physics.Raycast(transform.position, -transform.up, out hit, groundCheckDistance))
        {
            grounded = true;
        }
        else
        {
            grounded = false;
        }

        if (grounded == false)
        {
            robot.SetBool("grounded", false);
        }

        if (grounded == true)
        {
            robot.SetBool("grounded", true);
            robot.SetBool("isJump", false);
        }

        transform.Translate(0, 0, speed * Time.fixedDeltaTime);

        Vector3 pos = transform.position;

        pos.x = rightPos.x;

        if (isRight == true)
        {
            pos.x = rightPos.x;
            transform.position = Vector3.Lerp(transform.position, pos, sidewaySpeed * Time.deltaTime);
            centerTime += Time.fixedDeltaTime;
            rightTime = 0;
            leftTime = 0;
        }

        if (isCenter == true)
        {
            pos.x = centerPos.x;
            transform.position = Vector3.Lerp(transform.position, pos, sidewaySpeed * Time.deltaTime);
            leftTime += Time.fixedDeltaTime;
            rightTime += Time.fixedDeltaTime;
            centerTime = 0;
        }

        if (isLeft == true)
        {
            pos.x = leftPos.x;
            transform.position = Vector3.Lerp(transform.position, pos, sidewaySpeed * Time.deltaTime);
            leftTime = 0;
            rightTime = 0;
            centerTime += Time.fixedDeltaTime;
        }
    }
}

any help is appreciated.