animation script behaving differently after build and run on a different computer.

ANSWER:
I’m an idiot that forgot to include Time.deltaTime in my position update statement. -_- sorry for bothering all of you.

how I should have wrote the statement:

derp.transform.position += derp.transform.TransformDirection(Vector3.up) * (1f/50)*derp.GetComponent<playerScriptWithAnimation>().jumpForce * Time.deltaTime;

I have a script attached to my jump animation that is suppose to move my character upward while in that animation state. It works if I run it in unity or on the same computer I am using to make it but all other devices(laptops, computers) seem to have an issue. I have tried searching for an answer online but either I am using the wrong words or I can’t find it. Also, I didn’t find any errors in the output_log.txt and my other animation scripts work excpet the one I have for moving has the character moving oddly slower. Just a few guessing of mine(Time.deltaTime works differently after build, TransformDirection may work differently after build)


here is a link to download the desktop version of the game: http://www.mediafire.com/download/covx5745l0w67ib/Fire_Emblem_Fan-Made_Fighting_Game_v0.0.2_Data.zip


Below is the one line of code in question:

derp.transform.position += derp.transform.TransformDirection(Vector3.up) * (1f/2000)*derp.GetComponent<playerScriptWithAnimation>().jumpForce;

Here are other questions I feel are related to mine to show I’m not the only one experiencing this:
http://answers.unity3d.com/questions/801610/camera-does-not-follow-player-after-build.html
http://answers.unity3d.com/questions/745397/mouse-look-not-working-after-build.html
http://answers.unity3d.com/questions/894555/transform-bug-only-happening-in-compiled-build.html


Below is the whole Script:

using UnityEngine;
using System.Collections;
using System.IO;

public class animationJump : StateMachineBehaviour {
	
	public GameObject derp;

	// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
	override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
		if (animator.GetInteger ("playerNumber") == 1 && 
		    GameObject.FindGameObjectWithTag ("player1")) {
			derp = GameObject.FindGameObjectWithTag ("player1");
		} else if (animator.GetInteger ("playerNumber") == 2 && 
		           GameObject.FindGameObjectWithTag ("player2")) {
			derp = GameObject.FindGameObjectWithTag ("player2");
		} else if (animator.GetInteger ("playerNumber") == 3 && 
		           GameObject.FindGameObjectWithTag ("player1assist")) {
			derp = GameObject.FindGameObjectWithTag ("player1assist");
		} else if (animator.GetInteger ("playerNumber") == 4 && 
		           GameObject.FindGameObjectWithTag ("player2assist")) {
			derp = GameObject.FindGameObjectWithTag ("player2assist");
		} else {
			Debug.LogError("wut");
		}
		derp.GetComponent<playerScriptWithAnimation> ().characterState = "jump";
		derp.GetComponent<Rigidbody> ().useGravity = false;
	}
	
	// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
	override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
		if (derp == null) {
			if (animator.GetInteger ("playerNumber") == 1 && 
				GameObject.FindGameObjectWithTag ("player1")) {
				derp = GameObject.FindGameObjectWithTag ("player1");
			} else if (animator.GetInteger ("playerNumber") == 2 && 
				GameObject.FindGameObjectWithTag ("player2")) {
				derp = GameObject.FindGameObjectWithTag ("player2");
			} else if (animator.GetInteger ("playerNumber") == 3 && 
				GameObject.FindGameObjectWithTag ("player1assist")) {
				derp = GameObject.FindGameObjectWithTag ("player1assist");
			} else if (animator.GetInteger ("playerNumber") == 4 && 
				GameObject.FindGameObjectWithTag ("player2assist")) {
				derp = GameObject.FindGameObjectWithTag ("player2assist");
			} else {
				Debug.LogError ("wut");
			}
		} 
		derp.transform.position += derp.transform.TransformDirection(Vector3.up) * (1f/2000)*derp.GetComponent<playerScriptWithAnimation>().jumpForce;
		if (animator.GetInteger("XSpeed") == 1) {
			/*derp.GetComponent<Rigidbody> ().AddForce (derp.transform.forward * (-1.5f) * derp.GetComponent<playerScriptWithAnimation> ().movementForce);
				if (Mathf.Abs (derp.GetComponent<Rigidbody> ().velocity.x) > derp.GetComponent<playerScriptWithAnimation> ().maxMovementSpeed) {
					derp.GetComponent<Rigidbody> ().velocity = new Vector3 (derp.GetComponent<playerScriptWithAnimation> ().maxMovementSpeed * (derp.GetComponent<Rigidbody> ().velocity.x / Mathf.Abs (derp.GetComponent<Rigidbody> ().velocity.x)),
				                                                          derp.GetComponent<Rigidbody> ().velocity.y,
				                                                          derp.GetComponent<Rigidbody> ().velocity.z);
				}*/
			derp.transform.position += derp.transform.TransformDirection(Vector3.forward) * (-1f/100) * derp.GetComponent<playerScriptWithAnimation>().movementForce;
		} else if (animator.GetInteger("XSpeed") == -1) {
			/*derp.GetComponent<Rigidbody> ().AddForce (derp.transform.forward * 2f * derp.GetComponent<playerScriptWithAnimation> ().movementForce);
				if (Mathf.Abs (derp.GetComponent<Rigidbody> ().velocity.x) > derp.GetComponent<playerScriptWithAnimation> ().maxMovementSpeed) {
					derp.GetComponent<Rigidbody> ().velocity = new Vector3 (derp.GetComponent<playerScriptWithAnimation> ().maxMovementSpeed * (derp.GetComponent<Rigidbody> ().velocity.x / Mathf.Abs (derp.GetComponent<Rigidbody> ().velocity.x)),
				                                                          derp.GetComponent<Rigidbody> ().velocity.y,
				                                                          derp.GetComponent<Rigidbody> ().velocity.z);
				}*/
			derp.transform.position += derp.transform.TransformDirection(Vector3.forward) * (1f/100) *derp.GetComponent<playerScriptWithAnimation>().movementForce;
		}
	}

	// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
	override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
		if (derp != null){
			derp.GetComponent<playerScriptWithAnimation> ().characterState = "stand";
			if(derp.GetComponent<playerScriptWithAnimation>().mount != null)
			{
				derp.GetComponent<playerScriptWithAnimation>().mount.GetComponent<Animator>().SetBool("Moving",false);
				derp.GetComponent<playerScriptWithAnimation>().mount.localEulerAngles = new Vector3(0f,45f,0f);
			}
		}
		derp.GetComponent<Rigidbody> ().useGravity = true;
	}
}

ANSWER: I’m an idiot that forgot to include time.deltaTime in my position update statement. -_- sorry for bothering all of you.

how I should have wrote the statement:

 derp.transform.position += derp.transform.TransformDirection(Vector3.up) * (1f/50)*derp.GetComponent<playerScriptWithAnimation>().jumpForce * Time.deltaTime;