FixedUpdate vs. Update || How important to use physics in Fixed?

At this point, I am not using the character controller component for my game.
I am using translate for the horizontal movement, (looking left/right) and RidgedBody physics for the forward/backwards and jump. It has taken a lot of iterations and mucking with it but I have the movement now where I want it based on what my game is supposed to be.

I did all of this having the If(GetAxis) scripts in the Update function. Last night I broke the ones that use the physics out and moved them to FixedUpdate and left the translate ones in Update.

I have gone back and forth with both versions a few times now and for the life of me, I cannot see the difference. Does FixedUpdate only matter for lots of physics interactions and for smaller clusters, Update is fine? Any thoughts or opinions are appreciated!

Thanks.

I’ve seen some issues where things in Update get overridden and the solution is to put them in FixedUpdate.

Its important to understand the the point of using fixed update. For a character controller, its not as important to use fixed update. Mainly cause the character will move fairly slow. BUT, heres an experiment for you to try. Try making it so your character moves really fast and put your sync at 30 fps. If your movement is in the update, its very likely you will pass through objects. This is happening because your update and fixed, are out of sync. So the lower the FPS, the more likely the physics engine is going to miss a collision, because the movement is not properly synced with the physics… Using proper movement on rigid bodies or character controllers in the fixed update, will ensure you the moving objects will never pass through eachother.