c# – Is it ok to read inputs like this in Unity?

Suddenly I got the idea that GetKeyDown input can also be read in fixedupdate, especially since I already use the jumpContinuing variable.
This way you can avoid Update (if you need to). But there must be a catch.
I’m not saying it’s better, I’m just wondering if it’s normal to do it this way.

Here is the code in FixedUpdate

        if (!jumpContinuing && grounded && Input.GetKey(KeyCode.Space))
        {
            jumpContinuing = true;
        }
        if (jumpContinuing)
        {
            if (!Input.GetKey(KeyCode.Space))
            {
                jumpContinuing = false;
            }
        }

And in Update

        if (grounded && Input.GetKeyDown(KeyCode.Space))
        {
            jumpContinuing = true;
        }
        if(Input.GetKeyUp(KeyCode.Space))
        {
            jumpContinuing = false;
        } 

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