title: Is it really wrong to use Input.GetKey() on FixedUpdate?
body: <p>We know there's a "rule" that <code>Input</code> functions shouldn't be used inside the <code>FixedUpdate()</code>; <code>Input.GetKeyDown()</code> may not work if we do so, but is it really wrong to use <code>Input.GetKey()</code>?</p>
  
  <p>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 <code>Update</code> and firing code in <code>FixedUpdate</code>.</p>
  
  <p>Doesn't make sense to just do everything inside <code>FixedUpdate</code>? What can happen - we may lose some key pressed events, the ones that we didn't want anyway, to keep our desired rate.</p>
  
  <p>But what if one single key event happens, can we lose it? Is there a reset after <code>Update</code>, so we won't see it on <code>FixedUpdate</code>?</p>