you got it. except, animations you’d want to call in update or there could be a delay when they trigger which wouldn’t look right. there’s a check box in the inspector that allows you to force animations to play at a fixed rate (1.6 advice, don’t know if it changed in 2.x)
FixedUpdate is pretty much only for physics. It’s not a good idea to use FixedUpdate for “speed control,” because (among other things) if you change your physics timestep, then everything would run at the wrong speed. Just use Time.deltaTime in Update for consistent speed across machines.