I thought the player collided with the tape because I noticed when I jumped and the tape was vertical that I couldn't do it (and the player was slightly off the ground)
I don't know how you programmed the jump button. If you used RayCast, or Physics2D overlapCircle to check for the ground remember to add a LayerMask so they only Collide with the ground and not the Tape, and maybe increase the distance a little bit (to the length of one or two tape parts) so that is a little more forgiving