Something wrong with my gravity in build (SOLVED)

For some reason I can get my gravity on my enemies to work fine in the editor but as soon as I create a windows build and try it out, the gravity on them is extreamilly slow and doesnt work correctly:

var lookattarget : Transform;
private var myTransform : Transform;
private var controller : CharacterController;

var gravity = 500.0;

var grounded = false;

function Start () {
	controller = GetComponent(CharacterController);
    myTransform = transform; 
go = GameObject.FindGameObjectWithTag("Player"); lookattarget = go.transform;
    
}

function Update () {
	var dist = Vector3.Distance(lookattarget.position, transform.position);
	var targetDir = lookattarget.position - transform.position;
	var forward = transform.forward;
	var angle = Vector3.Angle(targetDir, forward);
	
if (angle < 60.0  dist < 20){
		transform.LookAt(Vector3(lookattarget.position.x, transform.position.y, lookattarget.position.z)); 
		moveDirection = Vector3(0, 0, 1);
		moveDirection = myTransform.TransformDirection(moveDirection) * 5;//speed here
	}

	moveDirection.y -= gravity * Time.deltaTime;
	grounded = (controller.Move(moveDirection * Time.deltaTime)  CollisionFlags.Below) != 0;
}

I am using a character controller for my enemies.
Anyone know if I am doing something wrong?

i guess this is related to the Update function, try using FixedUpdate instead and the Time.deltaTime should work properly

ok I replaced function Update with function FixedUpdate, the gravity works in the build but now I get a very jerky/bouncing type movement, its no longer fluint/smooth.

The problem with the jerkiness boiled down to me having my players character controller.move in the update and not in the fixedupdate so basically the monsters were updateing at a different framerate and caused bouncing/jerkiness.