My player keeps launching into the sky

So the code is made and everything works except for jumping which i really need to get fixed so issue is when player is walking up hills or going up stairs and etc if you jump you launch into the sky and pretty much glide your back down.

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

public class PlayerMovement : MonoBehaviour{
    [HideInInspector]
    public bool sprinting;
    [HideInInspector]
    private Rigidbody selfRigidbody;
    [HideInInspector]
    public Option menukey;
    [HideInInspector]
    public KeyController ControllerCS;
    [HideInInspector]
    public bool isGrounded;

    void Start()
    {
        selfRigidbody = GetComponent<Rigidbody>();
    }
    void Update()
    {
        if (!menukey.MenuLock)
        {           
            for (int i = 0; i < ControllerCS.KeyCS.Length; i++)
            {
                if (ControllerCS.KeyCS*.AllKeys.keyname == "Sprint")*

{
if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key))*
{
sprinting = true;
}
else
{
sprinting = false;
}
}
if (ControllerCS.KeyCS*.AllKeys.keyname == “Forward”)*
{
if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key) && sprinting)*
{
transform.Translate(0, 0, 6f * Time.deltaTime);
}
else if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key))*
{
transform.Translate(0, 0, 3f * Time.deltaTime);
}
}
if (ControllerCS.KeyCS*.AllKeys.keyname == “Back”)*
{
if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key))*
{
transform.Translate(0, 0, -3f * Time.deltaTime);
}
}
if (ControllerCS.KeyCS*.AllKeys.keyname == “Right”)*
{
if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key))*
{
transform.Translate(3f * Time.deltaTime, 0, 0);
}
}
if (ControllerCS.KeyCS*.AllKeys.keyname == “Left”)*
{
if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key))*
{
transform.Translate(-3f * Time.deltaTime, 0, 0);
}
}
if (ControllerCS.KeyCS*.AllKeys.keyname == “Jump”)*
{
if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key) && isGrounded)*
{
selfRigidbody.AddForce(0, 25, 0, ForceMode.Impulse);
isGrounded = false;
}
}
}
}
}

void OnCollisionStay()
{
isGrounded = true;
}
}

The issue i found out was i had jump key set as getkey rather than a getkeydown after changing it to proper one and adjusting the the force of the jump the script works fine but thankyou anyway.

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

public class PlayerMovement : MonoBehaviour{
    [HideInInspector]
    public bool sprinting;
    [HideInInspector]
    private Rigidbody selfRigidbody;
    [HideInInspector]
    public Option menukey;
    [HideInInspector]
    public KeyController ControllerCS;
    [HideInInspector]
    public bool isGrounded;

    public float jumpforce;

    void Start()
    {
        selfRigidbody = GetComponent<Rigidbody>();
    }
    void Update()
    {
        if (!menukey.MenuLock)
        {           
            for (int i = 0; i < ControllerCS.KeyCS.Length; i++)
            {
                if (ControllerCS.KeyCS*.AllKeys.keyname == "Sprint")*

{
if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key))*
{
sprinting = true;
}
else
{
sprinting = false;
}
}
if (ControllerCS.KeyCS*.AllKeys.keyname == “Forward”)*
{
if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key) && sprinting)*
{
transform.Translate(0, 0, 6f * Time.deltaTime);
}
else if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key))*
{
transform.Translate(0, 0, 3f * Time.deltaTime);
}
}
if (ControllerCS.KeyCS*.AllKeys.keyname == “Back”)*
{
if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key))*
{
transform.Translate(0, 0, -3f * Time.deltaTime);
}
}
if (ControllerCS.KeyCS*.AllKeys.keyname == “Right”)*
{
if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key))*
{
transform.Translate(3f * Time.deltaTime, 0, 0);
}
}
if (ControllerCS.KeyCS*.AllKeys.keyname == “Left”)*
{
if (Input.GetKey(ControllerCS.KeyCS*.AllKeys.key))*
{
transform.Translate(-3f * Time.deltaTime, 0, 0);
}
}
if (ControllerCS.KeyCS*.AllKeys.keyname == “Jump”)*
{
if (Input.GetKeyDown(ControllerCS.KeyCS*.AllKeys.key) && isGrounded)*
{
selfRigidbody.AddForce(0, jumpforce, 0, ForceMode.Impulse);
isGrounded = false;
}
}
}
}
}

void OnCollisionStay()
{
isGrounded = true;
}
}