Can you disable the deadzone in Unity’s Input Manager?
What would be better still, is to access the input (that Input Manager reads) directly, without having to go through Input Manager at all.
It appears setting the deadzone of gamepad input in the Input Manager, by setting “Dead” to “0” does not work. The axis still lock/snap when near the deadzone, and unfortunately do so in the wrong way, where the axis are snapped independent of each other, which causing locking to the 12, 3, 9, 6 directions: Casino software guide everything you need to know - Third Helix
I blogged about this issue (with a solution) in XNA years ago:
http://xona.com/2010/05/03.html
Is there any solution for this in Unity?