My player is flying up in the air when i start my game.

Heres the code Please see if you can help me

using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour
{

public float moveSpeed;
public float JumpHeight;

public Transform groundCheck;
public float groundCheckRadius;
public LayerMask whatIsGround;
private bool grounded;

private bool doubleJumped;

private Animator anim;

// Use this for initialization
void Start()
{
    anim = GetComponent<Animator>();
}

void FixedUpdate()
{
    grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, whatIsGround);
}

// Update is called once per frame
void Update()
{

    if (grounded)
        doubleJumped = false;

    anim.SetBool("Grounded", grounded);

    if (Input.GetKeyDown(KeyCode.Space) && grounded) ;
    {
        GetComponent<Rigidbody2D>().velocity = new Vector2(GetComponent<Rigidbody2D>().velocity.x, JumpHeight);
    }

    if (Input.GetKeyDown(KeyCode.Space) && !doubleJumped && !grounded)
    {
        GetComponent<Rigidbody2D>().velocity = new Vector2(GetComponent<Rigidbody2D>().velocity.x, JumpHeight);
        doubleJumped = true;
    }

    if (Input.GetKey(KeyCode.D))
    {
        GetComponent<Rigidbody2D>().velocity = new Vector2(moveSpeed, GetComponent<Rigidbody2D>().velocity.y);
    }

    if (Input.GetKey(KeyCode.A))
    {
        GetComponent<Rigidbody2D>().velocity = new Vector2(-moveSpeed, GetComponent<Rigidbody2D>().velocity.y);
    }
    anim.SetFloat("Speed", Mathf.Abs(GetComponent<Rigidbody2D>().velocity.x));

    {
        if (Input.GetKeyDown(KeyCode.Escape) == true)
        {
            Application.Quit();
        }
    }
}

}

Hey that script is almost exactly like mine!

	private Rigidbody2D m_Rigidbody;

	public float m_Speed ;
	public float m_JumpHeight ;
	public Transform groundCheck;
	public float groundCheckRadius;
	public LayerMask whatIsGround;
	private bool grounded;
	private bool  doubleJumped;

	// Use this for initialization
	void Start () {


		// Use this for initialization




		m_Rigidbody = GetComponent<Rigidbody2D>();

	}
	void FixedUpdate(){
		grounded = Physics2D.OverlapCircle (groundCheck.position, groundCheckRadius, whatIsGround);

	}

	// Update is called once per frame
	void Update () {



		if (grounded)
			doubleJumped = false;

		if (Input.GetKeyDown (KeyCode.Space)&& grounded) {
			m_Rigidbody.velocity = new Vector2 (m_Rigidbody.velocity.x, m_JumpHeight);
		}
		if (Input.GetKeyDown (KeyCode.Space) && !doubleJumped && !grounded) {

			m_Rigidbody.velocity = new Vector2 (m_Rigidbody.velocity.x, m_JumpHeight);
			doubleJumped = true;

		}
		if (Input.GetKey (KeyCode.D)) {

			m_Rigidbody.velocity = new Vector2 (m_Speed, m_Rigidbody.velocity.y);


		}
		if (Input.GetKey (KeyCode.A)) {

			m_Rigidbody.velocity = new Vector2 (-m_Speed, m_Rigidbody.velocity.y);


		}


	}




}