We know there's a "rule" that Input
functions shouldn't be used inside the FixedUpdate()
; Input.GetKeyDown()
may not work if we do so, but is it really wrong to use Input.GetKey()
?
Let's say we want to fire something when pressing and holding a key at some rate that is not dependent on hardware performance. I don't want to create a logic to control this using delta time or writing key detection code in Update
and firing code in FixedUpdate
.
Doesn't make sense to just do everything inside FixedUpdate
? What can happen - we may lose some key pressed events, the ones that we didn't want anyway, to keep our desired rate.
But what if one single key event happens, can we lose it? Is there a reset after Update
, so we won't see it on FixedUpdate
?