2 way to Jump a rigidbody!

I found the cause of a player character jump by unstable velocity.
It is a little interesting noticed.

This is fixed code.
The player character jumps with caluclated vecter.

// By this way, the entity jump vecVertical's vertical velocity.
    if(this.onGroundFlag){
	var vecVertical = this.chargedEnergy * Player.JumpConficient; 
	var linerVec = this.entity.rigidbody.linearVelocity.clone();
	linerVec.y = vecVertical;
	this.entity.rigidbody.linearVelocity = linerVec;
    }

This is previous code.
The player character jumps with unstable vecter.

// By this way, the entity don't jump vecVertical's vertical velocity.
// Immediately after the entity got off the ground to jump, it holds the direction of gravity vector.
    if(this.onGroundFlag){
	var vecVertical = this.chargedEnergy * Player.JumpConficient; 
	this.entity.rigidbody.applyImpulse(0, vecVertical, 0, 0, 0, 0);
}