Problem with jump height due to frame rate. 2.5D

I’m having issue that jump height is different due to frame rate, i looked some old post but I’m not sure where to start. Can someone look into my script and tell me what to do?

I’m using playerstatemachine to control the player movement.

void StateEnterJump()
    {
        actions.Jump();

             GetComponent<Rigidbody> ().velocity = new Vector3 (GetComponent<Rigidbody> ().velocity.x, thePlayer.InitJumpSpeed ());
           
        SetState(PlayerStates.IN_AIR);
    }
void StateInAir()
    {
        HandleHorizontalInput();
        DirectionCheck();
		CheckCanClimb ();

        if (Input.GetKeyDown("f") && fireTimer > fireRate)
        {

            fireTimer = 0.0f;
            SetState(PlayerStates.ATTACK);
        }

//        if (Input.GetKeyDown(KeyCode.Space) && canDoubleJump == true)
//        {
//            SetState(PlayerStates.ENTER_JUMP);
//            canDoubleJump = false;
//        }
       
        else
        {
            CheckForGround();
            CheckForMud();
            if (onMud)
            {
                SetState(PlayerStates.MUD);
            }

            if (onGround)
            {
                HandleLandOnGround();
                Debug.Log("handled");
            }
        }
    }

Anytime you want a variable that will change dependent on the time passing, multiply it by time.deltaTime, this will always equal 1 at the end of a second, and equals the time it takes to render one frame. Through this method the variable will be multiplied by a constant rather than everytime update is called, which will happen on different times through any machine.