Hey, good to see you got it working in webgl! Like others have said, the jumping is very difficult to get to trigger. Additionally, I'm seeing evidence of an Update-based physics modification when moving. Ensuring all movement and physics application is inside FixedUpdate, not Update, will solve a lot of problems this introduces. Also, you can easily do ground detection by raycasting downward a short distance. Decent idea, timed platforming, looking forward to seeing the bugs get fixed!