Hey there Funerailles,
A jump is often handled using three properties: verticalVelocity, jumpForce and gravity.
Gravity, like on earth, pulls objects towards the ground. So the first thing you need to do is define the gravity for your world. Lets say 10.
(You’ll have to adjust gravity, as well as jumpForce, until your jump feels right. Google “Steve Swink Game Feel” for a great read on how to think about and accomplish great game feel.)
At jumpStart verticalVelocity is set to a “one shot” value, that’s our jumpForce, lets say 5.
This should send your character moving “up”. You note your game is 2.5d, so up is probably Y?
During your jump, in something like Update(), you want to apply gravity which subtracts from your verticalVelocity.
You move your character by verticalVelocity each frame. This has the effect of (1) slowing their accent, and then (2) bringing them back down to the ground.
Lastly, you should check for a ground collision. This might happen automatically, if you are using Unity’s built in colliders and physics system. Or, you might have to test for it with raycasts and then “snap” your character to the ground when they are close enough.
There are many refinements you can make to jump beyond what I’ve outlined above, but this should get you started.
If you need a code reference, the Unity tutorials are pretty good. Might want to start with this one and then modify if for your needs.
Hope that helps. All the best!