Player movement is at a completely different speed after WebGl build

Whenever I run my game in the preview (or whatever it’s called), my player goes the speed I want him to. However, after I build my WebGl game and run it on Firefox, the player moves atleast 4 times as fast. Here is the code for the player movement:

rb.velocity = new Vector2(0, 0);
        if (Global.playing)
        {


            Global.score = transform.position.x;
            if(Global.score < 0)
            {
                Global.score = 0;
            }
            if (jumptimer <= Time.time)
            {
                canjump = true;
            }

            if (zipreset <= Time.time)
            {
                canzip = true;
            }

            if (!ziping)
            {


                // start zip on click
                if (canzip && Input.GetMouseButtonUp(0))
                {
                    ziping = true;
                    transform.localScale = new Vector3(1, 0.3f, 1);
                    float angle = Global.GetAngle(transform.position, Camera.main.ScreenToWorldPoint(Input.mousePosition));
                    transform.localEulerAngles = new Vector3(0, 0, angle);
                    ziptime = Time.time + maxziptime;
                }


                //jumping/horizontal movement
                if ( (Input.GetKeyUp("space")||Input.GetMouseButtonUp(1)) || jumptime > maxjumptime)
                {
                    canjump = false;
                    jumptime = 0;
                    jumptimer = Time.time + jumpcooldown;
                }

                if (canjump && (Input.GetKey("space")||Input.GetMouseButton(1)))
                {
                    jumptime += Time.deltaTime;
                    rb.velocity += new Vector2(0, jumppower * Time.deltaTime*Global.jumpforce);
                }
                else
                {
                    rb.velocity -= new Vector2(0, grav * Time.deltaTime);
                }

                rb.velocity += new Vector2(Input.GetAxisRaw("Horizontal") * Hforce * Time.deltaTime, 0);
            }
            else
            {
                //ziping code
                rb.velocity += Global.AngletoVector2(transform.localEulerAngles.z, zipforce * Time.deltaTime);


                if (Time.time >= ziptime)
                {
                    canzip = false;
                    ziping = false;
                    zipreset = zipresettime + Time.time;
                    transform.localScale = new Vector3(1, 1, 1);
                    transform.localEulerAngles = new Vector3(0, 0, 0);
                }
            }

Although, I don’t think it is the code because it still works in the preview, and has the same speed even in desktop builds. Any help would be appreciated, thanks!

I had a similar problem with a WebGL build where the WebGL build was handling input from the mouse scroll wheel about 4x the sensitivity as the standalone build. My solution was to add an additional float to dampen the value that is linked with the input when on a web build using Platform Dependent Compilation flags.

	public class ExampleInputFix : MonoBehaviour
	{
		float dampenWebInput = 0.5f;

		void Update()
		{
			float inputMovement = Input.GetAxis ("X");
			#if UNITY_WEBGL
			inputMovement *= dampenWebInput;
			#endif

			DoMovement (inputMovement);
		}

		void DoMovement(float value)
		{
			// Handle movement.
		}
	}	

The problem was that it was running locally on Firefox. I uploaded it to Kongregate and it worked fine, although some weird changes occurred like that my character’s color slightly changed.