Now currently it’s working fine. But as the movement of my charachter get’s more and more advanced, and when i eventually also want the character to be able to get affected by envoirement things, i’m worried it might end horribly.
Now i know that .Addforce is a thing. But i hate using it, and hate how little control you have over say: a jump, when using Addforce.
By itself, changing/adding to velocity is no worse than using AddForce unless you want things like Rigidbody mass to matter.
What will be more important either way how you implement the logic. You’ll need to modify velocity at the right times. And you’ll still need to handle instances where collisions happen if you want something specific. But @meat5000 is right. It all depends on how you want it to act.
Your example is also bad because you’re adding an delta time scaled constant to a physics property in Update which will make it behave unpredictably. If you want reliable, predictable game physics, you need to put your Rigidbody operations in FixedUpdate.
Also, obviously, your example accelerates infinitely upward forever. You probably already knew that. And you misspelled “character”.