Unexplainable jump boost when touching wall or enemy collider

Hi Everyone,

I have a problem with the <words missing> I saw a lots of threads and the solution is supposedly to add a RigidBody component to all of the them to kinematic or to remove the AddForce() for Jumping, that doesn’t fix it for me.

I have no idea what could be causing this, but it’s obviously game breaking and I can’t continue with that bug in the game.

Here is the Code Player Movement script:

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

public class PlayerMovement : MonoBehaviour
{
	public CharacterController2D controller;
	public Animator animator;
	public AudioSource audioSource;

	public float runSpeed = 40f;

	public static float horizontalMove = 0f;
	public static bool jump = false;
	public static bool crouch = false;
	bool IsPauseing = false;
	bool IsPlay = false;
	bool moveLeft;
	bool moveRight;

	void Start()
	{
		crouch = false;
	}

	// Update is called once per frame
	void Update () {
		IsPlay = SC_2DCoin.IsPlaying;
		IsPauseing = Pause.IsPause;

		if (IsPlay == true)
		{
			audioSource.Play();
			SC_2DCoin.IsPlaying = false;
		}

		if (IsPauseing == false)
		{
			//Debug.Log(horizontalMove);

			//UI buttons
			if (moveLeft)
			{
				horizontalMove = -40f;
			}
			if (moveRight)
			{
				horizontalMove = 40f;
			}
			else if (!moveLeft && !moveRight)
			{
				horizontalMove = 0f;
			}
			if (horizontalMove == 0f)
			{
				horizontalMove = Input.GetAxisRaw("Horizontal") * runSpeed;
			}
	
			animator.SetFloat("Speed", Mathf.Abs(horizontalMove));

			if (Input.GetButtonDown("Jump"))
			{
				jump = true;
				animator.SetBool("IsJumping", true);
			}

			if (Enemy.TakedDamage == true)
			{
				jump = true;
				animator.SetBool("IsJumping", true);
			}

			if (Input.GetButtonDown("Crouch"))
			{
				crouch = true;
			}
			else if (Input.GetButtonUp("Crouch"))
			{
				crouch = false;
			}
		}
	}

	public void OnLanding ()
	{
		animator.SetBool("IsJumping", false);
	}

	public void OnCrouching (bool isCrouching)
	{
		animator.SetBool("IsCrouching", isCrouching);
	}

	void FixedUpdate ()
	{
		// Move our character
		controller.Move(horizontalMove * Time.fixedDeltaTime, crouch, jump);
		jump = false;
	}

	public void PointerDownLeft()
	{
		moveLeft = true;
	}

	public void PointerUpLeft()
	{
		moveLeft = false;
	}

	public void PointerDownRight()
	{
		moveRight = true;
	}

	public void PointerUpRight()
	{
		moveRight = false;
	}

	public void JumpButton()
	{
		jump = true;
		animator.SetBool("IsJumping", true);
	}

	public void CrouchButtonDown()
	{
		crouch = true;
	}

	public void CrouchButtonUP()
	{
		crouch = false;
	}

}

Heres the Character controller script:

using UnityEngine;
using UnityEngine.Events;
using System.Linq;

public class CharacterController2D : MonoBehaviour
{
	[SerializeField] private float m_JumpForce = 400f;							// Amount of force added when the player jumps.
	[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f;			// Amount of maxSpeed applied to crouching movement. 1 = 100%
	[Range(0, .3f)] [SerializeField] private float m_MovementSmoothing = .05f;	// How much to smooth out the movement
	[SerializeField] private bool m_AirControl = false;							// Whether or not a player can steer while jumping;
	[SerializeField] private LayerMask m_WhatIsGround;							// A mask determining what is ground to the character
	[SerializeField] private Transform m_GroundCheck;							// A position marking where to check if the player is grounded.
	[SerializeField] private Transform m_GroundCheck2;							// A position marking where to check if the player is grounded.
	[SerializeField] private Transform m_CeilingCheck;							// A position marking where to check for ceilings
	[SerializeField] private Collider2D m_CrouchDisableCollider;				// A collider that will be disabled when crouching
	[SerializeField] private Collider2D m_CrouchDisableCollider2;
	[SerializeField] private Collider2D m_CrouchDisableCollider3;

	const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
	private bool m_Grounded;            // Whether or not the player is grounded.
	const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
	private Rigidbody2D m_Rigidbody2D;
	private bool m_FacingRight = true;  // For determining which way the player is currently facing.
	private Vector3 m_Velocity = Vector3.zero;

	[Header("Events")]
	[Space]

	public UnityEvent OnLandEvent;

	[System.Serializable]
	public class BoolEvent : UnityEvent<bool> { }

	public BoolEvent OnCrouchEvent;
	private bool m_wasCrouching = false;

	private void Awake()
	{
		m_Rigidbody2D = GetComponent<Rigidbody2D>();

		if (OnLandEvent == null)
			OnLandEvent = new UnityEvent();

		if (OnCrouchEvent == null)
			OnCrouchEvent = new BoolEvent();
	}

	private void FixedUpdate()
	{
	    bool wasGrounded = m_Grounded;
	    m_Grounded = false;

	    // Check the first ground check position
	    Collider2D[] colliders1 = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
	    // Check the second ground check position
	    Collider2D[] colliders2 = Physics2D.OverlapCircleAll(m_GroundCheck2.position, k_GroundedRadius, m_WhatIsGround);

	    // Combine the results of both ground checks using Concat from System.Linq
	    Collider2D[] combinedColliders = colliders1.Concat(colliders2).ToArray();

	    for (int i = 0; i < combinedColliders.Length; i++)
	    {
	        if (combinedColliders[i].gameObject != gameObject)
	        {
	            m_Grounded = true;
	            if (!wasGrounded)
	                OnLandEvent.Invoke();
	        }
	    }
	}

	/*private void FixedUpdate()
	{
		bool wasGrounded = m_Grounded;
		m_Grounded = false;

		// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
		// This can be done using layers instead but Sample Assets will not overwrite your project settings.
		Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
		for (int i = 0; i < colliders.Length; i++)
		{
			if (colliders[i].gameObject != gameObject)
			{
				m_Grounded = true;
				if (!wasGrounded)
					OnLandEvent.Invoke();
			}
		}
	}*/

	public void Move(float move, bool crouch, bool jump)
	{
		// If crouching, check to see if the character can stand up
		if (!crouch)
		{
			// If the character has a ceiling preventing them from standing up, keep them crouching
			if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
			{
				crouch = true;
			}
		}

		//only control the player if grounded or airControl is turned on
		if (m_Grounded || m_AirControl)
		{

			// If crouching
			if (crouch)
			{
				if (!m_wasCrouching)
				{
					m_wasCrouching = true;
					OnCrouchEvent.Invoke(true);
				}

				// Reduce the speed by the crouchSpeed multiplier
				move *= m_CrouchSpeed;

				// Disable one of the colliders when crouching
				if (m_CrouchDisableCollider != null)
					m_CrouchDisableCollider.enabled = false;
					m_CrouchDisableCollider2.enabled = false;
					m_CrouchDisableCollider3.enabled = false;
					
			} else
			{
				// Enable the collider when not crouching
				if (m_CrouchDisableCollider != null)
					m_CrouchDisableCollider.enabled = true;
					m_CrouchDisableCollider2.enabled = true;
					m_CrouchDisableCollider3.enabled = true;

				if (m_wasCrouching)
				{
					m_wasCrouching = false;
					OnCrouchEvent.Invoke(false);
				}
			}

			// Move the character by finding the target velocity
			Vector3 targetVelocity = new Vector2(move * 10f, m_Rigidbody2D.velocity.y);
			// And then smoothing it out and applying it to the character
			m_Rigidbody2D.velocity = Vector3.SmoothDamp(m_Rigidbody2D.velocity, targetVelocity, ref m_Velocity, m_MovementSmoothing);

			// If the input is moving the player right and the player is facing left...
			if (move > 0 && !m_FacingRight)
			{
				// ... flip the player.
				Flip();
			}
			// Otherwise if the input is moving the player left and the player is facing right...
			else if (move < 0 && m_FacingRight)
			{
				// ... flip the player.
				Flip();
			}
		}
		// If the player should jump...
		if (m_Grounded && jump)
		{
			// Add a vertical force to the player.
			m_Grounded = false;
			m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
		}
	}


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

		transform.Rotate(0f, 180f, 0f);
	}
}

Heres the enemy script:

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

public class Justin : MonoBehaviour
{
    public float range = 10f; // the range at which the enemy will start moving towards the player
    public float speed = 5f; // the speed at which the enemy will move

    private Transform player; // reference to the player's transform
    private Rigidbody2D rb; // reference to the enemy's Rigidbody2D component
    public Collider2D groundCheckCollider;

    public GameObject deathEffect; // the death effect prefab

    void Start()
    {
        // find the player's transform by finding the object with the "Player" tag
        player = GameObject.FindGameObjectWithTag("Player").transform;

        // get the enemy's Rigidbody2D component
        rb = GetComponent<Rigidbody2D>();

        // get the enemy's collider component
    }

    void Update()
    {
        // calculate the distance between the enemy and the player
        float distance = Vector2.Distance(transform.position, player.position);

        // if the distance between the enemy and the player is less than the range
        if (distance < range && Pause.IsPause == false)
        {
            // move the enemy towards the player at the specified speed
            transform.position += Vector3.left * speed * Time.deltaTime;
            distance = Vector2.Distance(transform.position, player.position);
            if (distance > range)
            {
                Destroy(gameObject);
            }

            // check if the enemy is not on the ground
            if (!IsOnGround())
            {
                // destroy the enemy game object
                DestroyEnemy();
            }
        }
    }

    void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.tag == "Player")
        {
            // The enemy has collided with the player
            if (collision.relativeVelocity.y < 0 && transform.position.y < collision.transform.position.y)
            {
                // The player is colliding with the top of the enemy from above
                // Destroy the enemy game object
                PlayerMovement.jump = true;
                DestroyEnemy();
            }
            else
            {
                // The player is colliding with the side or bottom of the enemy, or the player is not colliding with the top of the enemy from above
                // Destroy the player game object
                Enemy.TakedDamage = true;
            }
        }
    }

    bool IsOnGround()
    {
        // perform an overlap check with the ground check collider
        Collider2D[] colliders = Physics2D.OverlapBoxAll(groundCheckCollider.bounds.center, groundCheckCollider.bounds.size, 0f);
        
        // iterate through the colliders and check if any of them are considered ground
        foreach (Collider2D collider in colliders)
        {
            if (collider.gameObject.CompareTag("Ground"))
            {
                return true;
            }
        }
        
        return false;
    }


    void DestroyEnemy()
    {
        Instantiate(deathEffect, transform.position, Quaternion.identity);
        Destroy(gameObject);
    }
}

Any help appreciated!
I’ve pretty much hit a roadblock here.