2D Character controller jump code is broken. any help would be appreciated
I am working on my first game and have made a character controller that is working for movement along the x axis but the jump code is broken and gets really buggy when i change the "jumpVelocity" float while the game is playing, changing the sprites y and making it slowly fall. in my jump command the if statement works because i tested it by putting a print() command inside but doesn't make my character jump. this is the movement script.
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Movement : MonoBehaviour
 {
 
     public float RunSpeed = 4;
 
     public float Jumpvelocity = 5;
 
     public bool isGrounded = false;
 
     public float flip = 0;
 
     public Vector2 move;
 
     public SpriteRenderer sr;
 
     public Rigidbody2D rb;
 
 
 
     // Start is called before the first frame update
     private void Awake()
     {
            SpriteRenderer sr = GetComponent<SpriteRenderer>();
            Rigidbody2D rb = GetComponent<Rigidbody2D>();
     }
 
     // Update is called once per frame
     void Update()
     {
 
         //Input
      Vector2 move = new Vector2(Input.GetAxis("Horizontal"), 0f);
 
         //Move the player
         rb.MovePosition(rb.position + move * RunSpeed * Time.deltaTime);
 
         //jump command
         Jump();
 
         //Flipping While moveing
         flipSprite();
     }
 
     void Jump(){
         if(Input.GetButtonDown("Jump") && isGrounded == true){
             rb.AddForce(new Vector2 (0f, Jumpvelocity), ForceMode2D.Impulse);
         }
     }
 
 
     void flipSprite(){
     flip = Input.GetAxis("Horizontal");
 
         if(flip < 0){
             if(sr != null){
             sr.flipX = false;
             }
         }
         if(flip > 0){
             if(sr != null){
             sr.flipX = true;
             }
         }
 
     }
 
 
 }
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