The Local Function 'Fixed Update' but never used - It's not calling the lines of code fixed update inside the fixed update function

// Update is called once per frame
void FixedUpdate()
{
if (Input.GetKey(“d”))
{
Rb.AddForce(30 * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
}
if (Input.GetKey(“a”))
{
Rb.AddForce(-30 * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
}
if (Input.GetKey(“w”))
{
Rb.AddForce(0, 0, 30 * Time.deltaTime, ForceMode.VelocityChange);

        }
        if (Input.GetKey("s"))
        {
            Rb.AddForce(0, 0, -30 * Time.deltaTime, ForceMode.VelocityChange);
        }
        if (Input.GetKey("left shift"))
        {
            Rb.AddForce(0, -30 * Time.deltaTime, 0, ForceMode.VelocityChange);
        }
        if (Input.GetKey("space"))
        {
            if (jumpsingle == true)
            {
                jumpsingle = false;
                Rb.AddForce(0,ghgh, 0);
                Instantiate(JUMPP,Rb.position + new Vector3(0,qp,0), Quaternion.identity);
            }

        }
         if (Input.GetKey("y"))
        {
            FindObjectOfType<SCRmanager>().VFgameover();
        }
        if (Input.GetKey("v"))
        {
            if (YB == true)
            {
                YB = false;
                Rb.AddForce(0, 2500, 0);
                
                Debug.Log("l");
            }


        }
        if (Input.GetKey("r"))
        {
            if (ZB == true)
            {
                ZB = false;
                Rb.AddForce(0, 0, 2500);
                
                Debug.Log("kkkj");
            }
        }
        if (Rb.position.y < -17)
        {
            FindObjectOfType<SCRmanager>().VFgameover();
        }
        if (Rb.position.y < -14)
        {
            Debug.Log("poop");
            if (isend == true)
            {

                
                pop.SetActive(true);
            }
        }
    }

Poll input in Update, not FixedUpdate. FixedUpdate runs at a different interval and will more often than not miss inputs.

If you need to deal with physics, record the results of said inputs in Update, and apply them in FixedUpdate.