Player slows down when jumping/velocity changes

Fairly new to Unity/C# here.

I’m making a 2D endless runner, with the player having a constant velocity change to the right, and a velocity change for jumping (trying the constant move with forces doesn’t work as I don’t want acceleration). I’ve got the player’s constant movement somewhat - around 30 or so. What I don’t get is why it’s not fixed at 30 according to my code. When I jump, the player’s movement slows again - from 30 to 25. I can’t seem to find out why that happens.

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

public class CharacterControl : MonoBehaviour {

	public float RightSpeed; // speed for character's movement, it's at 30
	public float JumpForce;

	Rigidbody2D rb;

	bool SpacePressed;
	bool isOnGround;


	// Use this for initialization
	void Start () {

		rb = GetComponent<Rigidbody2D> ();
	}
	
	// Update is called once per frame

	void OnCollisionEnter2D (Collision2D col){

		if (col.gameObject.tag == "Ground") {
			isOnGround = true;
//			Debug.Log ("The player is grounded");
		}
	}


	void Update () {

		if (Input.GetKey (KeyCode.Space)) {
			SpacePressed = true;
		} else {
			SpacePressed = false;
		}
			
	}

	void JumpFunction () {


		// Jump Code - using velocity changes

			rb.velocity += (Vector2.up * JumpForce);
	}

	void FixedUpdate () {


		Debug.Log (rb.velocity.x);

		// Constant move right - using velocity changes

		Vector2 directionRight = rb.velocity + Vector2.right;
		rb.velocity = directionRight.normalized * RightSpeed;

		//Jump execution

		if (SpacePressed == true && isOnGround == true) {

			JumpFunction ();
			isOnGround = false;
		}
		
	}
}

Any help would be appreciated, thanks!

the problem is you are adding a vertical component to your movement vector, and then normalizing it.

This reduces the vector length back to length of 1.0 (so it shortens both the Y part, and the X part of your vector.

Either… don’t normalize it.
or…
Keep the Horizontal(run) and vertical(jump) vectors as separate variables, and add them to position separately.