Space held jumps higher,Get rid of jumping longer on hold

Currently when I hold space I jump higher than if I tap it, but that is not how I want it. I want it so no matter how long you hold space, It will jump you a certain height.

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

public class Walk : MonoBehaviour {

    public Rigidbody rb;
    public CapsuleCollider col;
    public LayerMask jumpableLayers;
	public Animator animator;
    public float walkSpeed;
    public float backwardsWalkSpeed;
    public float runSpeed;
    public float turnSpeed;
    public float jumpPower;

	void Update () {
        float currentSpeed = 0;
        float rotation = 0;

        if(Input.GetKey("w")) {
            if (Input.GetKey("left shift") && isGrounded()) {
                currentSpeed += runSpeed;
                if(animator.gameObject.activeSelf)
                    animator.SetFloat("Walk", 2);
            } else {
                currentSpeed += walkSpeed;
                if (animator.gameObject.activeSelf)
                    animator.SetFloat("Walk", 1);
            }
        } else if (Input.GetKey("s")) {
            currentSpeed -= backwardsWalkSpeed;
            if (animator.gameObject.activeSelf)
                animator.SetFloat("Walk", -1);
        } else {
            if (animator.gameObject.activeSelf)
                animator.SetFloat("Walk", 0);
        }

        if (Input.GetKey("d")) {
            rotation += turnSpeed;
        } else if (Input.GetKey("a")) {
            rotation -= turnSpeed;
        }

        if(Input.GetKey("space") && isGrounded()) {
            Debug.Log("Jumping");
            rb.velocity = rb.velocity + new Vector3(0, jumpPower, 0);
        }

        if (isGrounded()) {
            if (animator.gameObject.activeSelf)
                animator.SetBool("jumping", false);
        } else {
            if (animator.gameObject.activeSelf)
                animator.SetBool("jumping", true);
        }

        this.transform.Rotate(new Vector3(0, rotation, 0));

        float distance = currentSpeed * Time.deltaTime;
        float dx = distance * Mathf.Sin(Mathf.Deg2Rad * rotation);
        float dz = distance * Mathf.Cos(Mathf.Deg2Rad * rotation);

        rb.AddForce(new Vector3(dx, 0, dz));
    }

    private bool isGrounded() {
        return Physics.CheckCapsule(col.bounds.center, new Vector3(col.bounds.center.x, col.bounds.min.y, col.bounds.center.z), col.radius * 0.90f, jumpableLayers);
    }
}

,Currently I have a jumping system working, but if I hold the space bar I just higher than if I tap the space bar. I want the jump height to stay constant the whole time.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Walk : MonoBehaviour {

    public Rigidbody rb;
    public CapsuleCollider col;
    public LayerMask jumpableLayers;
	public Animator animator;
    public float walkSpeed;
    public float backwardsWalkSpeed;
    public float runSpeed;
    public float turnSpeed;
    public float jumpPower;

	void Update () {
        float currentSpeed = 0;
        float rotation = 0;

        if(Input.GetKey("w")) {
            if (Input.GetKey("left shift") && isGrounded()) {
                currentSpeed += runSpeed;
                if(animator.gameObject.activeSelf)
                    animator.SetFloat("Walk", 2);
            } else {
                currentSpeed += walkSpeed;
                if (animator.gameObject.activeSelf)
                    animator.SetFloat("Walk", 1);
            }
        } else if (Input.GetKey("s")) {
            currentSpeed -= backwardsWalkSpeed;
            if (animator.gameObject.activeSelf)
                animator.SetFloat("Walk", -1);
        } else {
            if (animator.gameObject.activeSelf)
                animator.SetFloat("Walk", 0);
        }

        if (Input.GetKey("d")) {
            rotation += turnSpeed;
        } else if (Input.GetKey("a")) {
            rotation -= turnSpeed;
        }

        if(Input.GetKey("space") && isGrounded()) {
            Debug.Log("Jumping");
            rb.velocity = rb.velocity + new Vector3(0, jumpPower, 0);
        }

        if (isGrounded()) {
            if (animator.gameObject.activeSelf)
                animator.SetBool("jumping", false);
        } else {
            if (animator.gameObject.activeSelf)
                animator.SetBool("jumping", true);
        }

        this.transform.Rotate(new Vector3(0, rotation, 0));

        float distance = currentSpeed * Time.deltaTime;
        float dx = distance * Mathf.Sin(Mathf.Deg2Rad * rotation);
        float dz = distance * Mathf.Cos(Mathf.Deg2Rad * rotation);

        rb.AddForce(new Vector3(dx, 0, dz));
    }

    private bool isGrounded() {
        return Physics.CheckCapsule(col.bounds.center, new Vector3(col.bounds.center.x, col.bounds.min.y, col.bounds.center.z), col.radius * 0.90f, jumpableLayers);
    }
}

Assuming that you are properly using isGrounded() you should get rid of the problem by using GetKeyDown instead of GetKey. GetKey returns true every frame the button is pressed while GetKeyDown returns true only during the frame that button has been pressed.

Your 46. line of code in Walk class will look like: if(Input.GetKeyDown("space") && isGrounded()) {