update and fixed update same script

Hi, is this correct usage of Update and FixedUpdate in same script? Because I use AddForce and Input feature on my game. Some times input does not work in fixed update so I pushed all input functionalities to Update function.

Here is my script.

using UnityEngine;
using System.Collections;

public class BallView : GameView {

	void Start(){
		app.controller.ballController.OnBallReadyToStart ();
	}

	void FixedUpdate (){
		if (app.model.ballModel.ballRigidBody.velocity.z < app.model.ballModel.velocityLimit) {
			Debug.Log(app.model.ballModel.ballRigidBody.velocity.z);
			app.model.ballModel.ballRigidBody.AddForce (transform.forward * app.model.ballModel.speed);
		}
		#if UNITY_STANDALONE_WIN
		app.model.ballModel.ballTransform.Translate(Input.GetAxis ("Horizontal"),0,0);
#endif
	}

	void Update(){
		if (Input.GetKeyDown (KeyCode.Space) && app.model.ballModel.isGround == false) {
			app.model.ballModel.ballRigidBody.AddForce (Vector3.up * app.model.ballModel.pushForceUp);
			app.model.ballModel.isGround = true;
		}
	}

	//Triggers when Ball collide to enemy or ground
	//If the ball collide enemy, game will over
	void OnCollisionEnter(Collision collision){
		app.controller.ballController.OnBallHitsEnemy (collision);
	}
}

I don’t see anything wrong with that. All your physics calculations should be done in Fixed update and all the Inputs should be in update.