OnColissionExit/Enter not activate

Hello!

My problem is it when player jump the OnColissionExit doens’t not active allowed the player jumping twice.

What I’m doing wrong?

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

public class Player : MonoBehaviour {

    public float forcaPulo = 200;
    public float velocidadeMaxima = 2;

    public int vidas;
    public int rings;

    public Text TextLives;
    public Text TextRings;

    private bool canJump;

	void Start ()
    {
        TextLives.text = vidas.ToString();
        TextRings.text = rings.ToString();

        canJump = true; 
		
	}
	
	void Update ()
    {
        float movimento = Input.GetAxis("Horizontal");

        Rigidbody2D rigidbody = GetComponent<Rigidbody2D>();

        rigidbody.velocity = new Vector2(movimento * velocidadeMaxima, rigidbody.velocity.y);

        if(movimento < 0)
        {
            GetComponent<SpriteRenderer>().flipX = true;

        }
        else if(movimento > 0)
        {
            GetComponent<SpriteRenderer>().flipX = false;

        }

        if(movimento > 0 || movimento < 0)
        {
            GetComponent<Animator>().SetBool("Walking", true);

        }
        else
        {
            GetComponent<Animator>().SetBool("Walking", false);
        
        }

        if(Input.GetKeyDown(KeyCode.Space) && canJump)
        {
            GetComponent<Rigidbody2D>().AddForce(new Vector2(0, forcaPulo));

        }
		
	}

    void OnCollisionEnter(Collision other)
    {
        if(other.collider.tag == "Player")
        {
            canJump = true;
            GetComponent<Animator>().SetBool("jumping", false);

        }

    }

    void OnCollisionExit(Collision other)
    {
        if (other.collider.tag == "Player")
        {
            canJump = false;
            GetComponent<Animator>().SetBool("Jumping", true);

        }

    }
}

Did you try to see all function call with Debug to see if OnCollisionExit and OnCollisionEnter work well ? You can use OnCollisionStay too

Your string is not the same btw : GetComponent().SetBool(“jumping”, false) / GetComponent().SetBool(“Jumping”, true);