Hey, thanks for commenting. Fair cop, I checked and we are indeed doing this, but why would that cause input loss? My (very limited) understanding is that fixed update just runs more often if your machine is struggling, so that physics objects can't lag though each other - but that input is updated once per frame before this, and Input.getkey() just reads stored values from the last input update? But won't that always be up-to-date because fixedUpdate runs after update (and then might run more times?), or do i not properly understand this?
I did notice a few times when jump didn't trigger but I always chalked it up to the player's bounce making our floor detection think it was in-air. Had planned to implement some coyote time... but game jams eh
Huge thanks for your comment though, means a lot that you took time to help :-)