Is it possible to make a fast reaction 2D jumping game with Unity's physics?

Heya,

I been working on a infinite running platformer game where the jumping mechanic is extremely tight, that is, certain chain jumps need to be executed at almost pixel precise moments and the whole jumping things needs to feel like people speed running Mario. For now I’ve worked with Rigidbodies and gravity and all the basic physic stuff, but as the game has progressed I’ve began to notice glitches here and there where the character would not jump though Debug.Log clearly states that a jump was registered in the correct boolean states. I’m not that good of a coder to code my own physics into the game right off the bat so I figured I’d continue with the Unity physics, but is this a doomed project?

Cheers

No it’s not doomed. I’m working on a similar project and I’ve had similar problems.
It looks to me that your problem is related to ground detection. I’ve had to try few different techniques to make it work properly for me. If you’re making a platformer that is really precise, you should always know for sure if the player is standing on the ground. It will require you to learn a bit about how collisions work in Unity and a bit about raycasting if you haven’t learned that already.
Another thing that helped me was tweaking rigid body setting for the player (and other characters). Especially changing collision detection to continuous - this seems to make collision detection much more precise for that object.