Supplying Input from Update To FixedUpdate

I want to spawn some rigidbodies and apply some initial force to them on spawning.But i want the rigidbodies to spawn in FixedUpdate and add force to them there.However I spawn them on user input and the input is taken in Update for avoiding misses as compared to FixedUpdate .So i tried and wrote the following code in C#

void FixedUpdate()
{
	
	while(InputCount!=0)
	{
	temp = Instantiate(bomb,childTransform.position,Quaternion.identity)as GameObject;
		
		
	temp.rigidbody.AddForce(this.transform.right*(-1)*forceAmount);
	InputCount--;
	}

}

void Update () 
{

	if(Input.GetMouseButtonDown(0))
	{
		InputCount++;
	}
}

Here I had Single input so I just incremented its count,But in general case I intend to keep a hash map with keys with their count and supply it to FixedUpdate from Update as in above code.Is there any standard practice for doing this or I am doing it right?

There aren’t any standard practices for this or a lot of things in Unity. Basically that’s up to you to decide.

There are a tonne of different ways to achieve what you’re doing. If yours works for you then I’d say it’s good enough.