Explation Of Speed Jump

May not be production-ready code, but should hopefully give you an idea of how to approach the problem – essentially you need a variable that will store the current speed and instead of using a fixed variable to be the speed you pass into whatever moves your character, you pass that dynamic “currentSpeed” variable instead, then you can lerp that value from its current into a sprint or back to normal jog speed – then you can do a jump that += your currentSpeed, if that makes sense
if(Input.GetKeyDown(KeyCode.Spacebar)) {rb.AddForce(Vector3.up * (jumpHeight + currentSpeed));}

Something along those lines
Oh wait, I may have partly misunderstood your question – if your wanting to add the jump height to the current run speed, similar to the first block of code, except you would += the rb.velocity.y, which would be their current height, or multiply the forward momentum “currentSpeed” by the “jumpHeight”, what I explaind would also add a “sprint” to factor in their speed, so you could combine all 3 for a even larger/further leap if you are sprinting + jumping @Hassan.NoSleep();