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Question by angrycrocodile1 · Jan 27 at 11:39 AM · unity 2drigidbody2dupdatefixedupdate

How do I convert this into Fixed Update for physics and Update for inputs?

So I did some testing in my game and this code below works as intended but I keep seeing that you shoudl use FixedUpdate when dealing with rigidbody. But when I make the code a FixedUpdate the inputs sometimes don't register since FixedUpdates update every 4th frame (running at 200 fps). How Can I convert the inputs into a Update and the physics into a FixedUpdate. Thanks for the help.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerController : MonoBehaviour
 {
     public float speed;
     public float jump;
     float moveVelocity;
     public Rigidbody2D rb;
     public bool isGrounded;
     public bool hasJumped;
 
     void Update()
     {
         //Grounded and hasn't jumped?
         if (isGrounded == false && hasJumped == false)
         {
             //jumping
             if (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.Z) || Input.GetKeyDown(KeyCode.W))
             {
                 hasJumped = true;
                 GetComponent<Rigidbody2D>().velocity = new Vector2(GetComponent<Rigidbody2D>().velocity.x, jump);
                 Debug.Log("Jumped 2/2");
             }
 
         }
 
         if (Input.GetKeyDown(KeyCode.Space) || Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.Z) || Input.GetKeyDown(KeyCode.W))
         {
             Debug.Log("Jumped 1/2");
         }
         moveVelocity = 0;
 
 
         //Left Right Movement
 
         if (isGrounded == true) //Removes air movement
         {
             if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A))
             {
                 moveVelocity = -speed;
             }
             if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D))
             {
                 moveVelocity = speed;
             }
             GetComponent<Rigidbody2D>().velocity = new Vector2(moveVelocity, GetComponent<Rigidbody2D>().velocity.y);
         }
 
         if (isGrounded == false)
         {
             GetComponent<Rigidbody2D>().velocity = new Vector2(GetComponent<Rigidbody2D>().velocity.x, GetComponent<Rigidbody2D>().velocity.y);
         }
     }
 
 
     //Says hey you're on the ground or hey you're not on the ground.
     void OnCollisionEnter2D(Collision2D col)
     {
         hasJumped = false;
         Debug.Log("OnCollisionEnter2D");
         isGrounded = true;
     }
 
     void OnCollisionExit2D(Collision2D col)
     {
         Debug.Log("OnCollisionExit2D");
         isGrounded = false;
     }
 }
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