How to use FixedUpdate?

I need to make this work in FixedUpdate but it lags i dont get how to implement delta time so it beacomes smooth, anyone help?

using UnityEngine;
using System.Collections;

public class ReycastingSuspension : MonoBehaviour {
    //The distance of ray
    public float RaycastDistance;
    //Variable to play whit in unity editor
    public float SunspensionPower;
 
    // Use this for initialization
    void Start () {
    }
 
    // Update is called once per frame
    void Update ()
    {
                //Difines botom corners so thet can later be used for raycasting
                Vector3 pointA = transform.TransformPoint (new Vector3 (0.5f, -0.5f, 0.5f));
                Vector3 pointB = transform.TransformPoint (new Vector3 (0.5f, -0.5f, -0.5f));
                Vector3 pointC = transform.TransformPoint (new Vector3 (-0.5f, -0.5f, 0.5f));
                Vector3 pointD = transform.TransformPoint (new Vector3 (-0.5f, -0.5f, -0.5f));
       
                //defines HitColector and executes ray for PointA
                RaycastHit hitColectorPointA;
                if (Physics.Raycast (pointA, -transform.up, out hitColectorPointA, RaycastDistance)) {
 
                        //CRatio shoud be formula for how much ray is compresed
                        float CRatio =  hitColectorPointA.distance / RaycastDistance;
 
                        //Add UP force at point to lift thet side if its lower by any other force
                        rigidbody.AddForceAtPosition (Vector3.up * CRatio * SunspensionPower, pointA, ForceMode.Force);
 
                        // GreenRay if hiting somthing
                        Debug.DrawRay (pointA, -transform.up * RaycastDistance, Color.green);
                        Debug.Log (hitColectorPointA.distance);
                } else
                {
                        //Red Ray if not hiting anything
                        Debug.DrawRay (pointA, -transform.up * RaycastDistance, Color.red);
                }
 
 
                //defines HitColector and executes ray for PointB
                RaycastHit hitColectorPointB;
                if (Physics.Raycast (pointB, -transform.up, out hitColectorPointB, RaycastDistance)) {
 
                        //CRatio shoud be formula for how much ray is compresed
                        float CRatio =  hitColectorPointB.distance / RaycastDistance;
 
                        //Add UP force at point to lift thet side if its lower by any other force
                        rigidbody.AddForceAtPosition (Vector3.up * CRatio * SunspensionPower, pointB, ForceMode.Force);
 
                        // GreenRay if hiting somthing
                        Debug.DrawRay (pointB, -transform.up * RaycastDistance, Color.green);
                        Debug.Log (hitColectorPointB.distance);
                } else
                {
                        //Red Ray if not hiting anything
                        Debug.DrawRay (pointB, -transform.up * RaycastDistance, Color.red);
   
                }
 
 
 
                //defines HitColector and executes ray for PointC
                RaycastHit hitColectorPointC;
                if (Physics.Raycast (pointC, -transform.up, out hitColectorPointC, RaycastDistance)) {
 
                        //CRatio shoud be formula for how much ray is compresed
                        float CRatio =  hitColectorPointC.distance / RaycastDistance;
 
                        //Add UP force at point to lift thet side if its lower by any other force
                        rigidbody.AddForceAtPosition (Vector3.up * CRatio * SunspensionPower, pointC, ForceMode.Force);
 
                        // GreenRay if hiting somthing
                        Debug.DrawRay (pointC, -transform.up * RaycastDistance, Color.green);
                        Debug.Log (hitColectorPointC.distance);
                } else
                {
                        //Red Ray if not hiting anything
                        Debug.DrawRay (pointC, -transform.up * RaycastDistance, Color.red);
                }
 
 
 
                //defines HitColector and executes ray for PointD
                RaycastHit hitColectorPointD;
                if (Physics.Raycast (pointD, -transform.up, out hitColectorPointD, RaycastDistance)) {
 
                        //CRatio shoud be formula for how much ray is compresed
                        float CRatio = hitColectorPointD.distance / RaycastDistance;
 
                        //Add UP force at point to lift thet side if its lower by any other force
                        rigidbody.AddForceAtPosition (Vector3.up * CRatio * SunspensionPower, pointD, ForceMode.Force);
 
                        // GreenRay if hiting somthing
                        Debug.DrawRay (pointD, -transform.up * RaycastDistance, Color.green);
                        Debug.Log (hitColectorPointD.distance);
                } else
                {
                        //Red Ray if not hiting anything
                        Debug.DrawRay (pointD, -transform.up * RaycastDistance, Color.red);
                }
    }
}
//Debug.LogWarning("WORKING")

@MrSoad: Just read the documetation :wink:

If you want to use fixed update replace Update() with FixedUpdate().
With fixed update don’t use Time.Deltatime use :

Time.fixedDeltaTime

Your Debug.Log code will hit your frame rate hard, comment them out and it should run a lot smoother.