I would recommend opening a new thread for a new question. It helps later to search the forum for solutions. In general, jumping mechanic depends on the game.
One option is to make your character a dynamic rigidbody. You can search the forum for jumping in that case - there were a few topics that can help you.
If you want to keep the kinematic body, then you must calculate the trajectory manually and translate the body along the calculated path. Given a starting point A and the highest jump point B, you can use trigonometry to find the landing point C by creating a parabola. You can then use a tweening function or a simple easing function to make the body start moving faster at the jump start, slowing at the top of the jump and then increasing again until it reaches the final point C.