Player can jump on invisible non ground items

Alright everyone I think I got a tricky one for ya. So im making a 2D platformer where the player has a small collider attached to his feet called groundCheck. Its your basic ground check where if the player is not on the “ground”, they cant keep jumping or walking. Everything seems to work fine except when I test it on my phone. In the game, if you jump to a platform and miss it, the player falls for a second and then hits an empty game object with a “Hazards” script attached to it. It the player tagged “Player” hits this collider, they spawn back to the beginning of the level to restart. Again, this works well when testing in unity but not quite when tested on the phone.

On the phone, if the player misses a platform and falls onto the hazard border, they will die (like they should) but if they keep pressing the jump icon, the player will jump one time and then when they hit the hazard border the second time, they will die. The jump button works fine in all other parts of the game, they can not continuously jump in the air or anything, its just when they are hitting the hazard colliders. Its puzzling because the border hazards have no affiliation with “ground” and should not allow the player to jump one or two times before dying! Plus its hard to test because like I said, it works fine on the computer but not the phone. Could it be my Jump touch button from my canvas? Sorry Im typing so much, I will upload anything you guys need me to. Thanks for the help!

are you using coroutines at all, how are you processing the jump request. It sounds like you have an order of operations issue. Like your jump is getting processed before the collision code. one trick you can do is disable jumping as soon as the user is lower that the platform, or have a trigger object below the platform but above the hazard, once the player hit the trigger disable processing jump request.