rigidbody2D.velocity returns zero values


I’m trying to make a 2D-platformer using the 2D tools in unity 4.3.4.
I have successfully created a player object and a level, I can walk to the left and right etc, but I am having the hardest time making my character jump. One of the problems I’m having is that when I get rigidbody2D.velocity.x or y, the y has a negative value when the game starts (character spawns in the air), but after a few frames it changes to 0, even while falling. The same applies to the x of velocity, when I start moving my character it will shortly display a value, but then changes back to 0 even while moving.

Also my jumping is really buggy for some reason, no matter what I set the jumpForce to beyond 3000, it will never go beyond a certain height… My project’s gravity is set to 30.

This is my player’s object script:

using UnityEngine;
using System.Collections;
using System;
using System.Diagnostics;

public class Player : MonoBehaviour {

    const float maxSpeed = 1000f;
    const float jumpForce = 2000f;

    private Animator animator;

    bool onGround = false;
    public Transform GroundCheck;
    public LayerMask GroundLayers;
    const float groundCheckRadius = 1f;
    bool facingLeft = false;
	void Start () 
        animator = GetComponent<Animator>();
    void Update()
        bool oldOnGround = onGround;
        onGround = Physics2D.OverlapCircle(GroundCheck.position, groundCheckRadius, GroundLayers);
        if (onGround != oldOnGround)
            animator.SetBool("Ground", onGround);

    void FixedUpdate()
        float inputX = Input.GetAxis("Horizontal");
        float inputY = Input.GetAxis("Vertical");
        animator.SetFloat("hSpeed", Math.Abs(inputX));
        animator.SetFloat("vSpeed", rigidbody2D.velocity.y);

        float speedX = inputX * maxSpeed;
        rigidbody2D.AddForce(Vector2.right * speedX);
        print("x: " + rigidbody2D.velocity.x + "y: " + rigidbody2D.velocity.y);

        if (onGround && inputY > 0)
            rigidbody2D.AddForce(Vector2.up * jumpForce);        

        if ((inputX < 0 && !facingLeft) || (inputX > 0 && facingLeft))

    void Flip()
        // Switch the way the player is labelled as facing.
        facingLeft = !facingLeft;

        // Multiply the player's x local scale by -1.
        Vector3 theScale = transform.localScale;
        theScale.x *= -1;
        transform.localScale = theScale;

    void OnCollisionEnter2D(Collision2D info)


    void OnCollisionExit2D(Collision2D info)


RETURN 0 for me for x ?