Input axis : both positive and negative pressed simultaneously

Hello !

If I setup an axis with two button (positive and negative) and press both, I have an unexpected behaviour :
GetAxis() return the value of the first button pressed, the second button seems to be ignored.

I thought that pressed the two buttons at the same time will produce zero.
Is there a way to setup the axis to work this way ? Or I have to manage this in my script ?

Thanks in advance.

UPDATE

As requested, a screenshot and a piece of code :

114819-screen.png

float xAxis = Input.GetAxis("Horizontal");

Not sure if you’ve found a solution yet but if anyone else is stuck try using Input.GetAxisRaw(). Keep in mind that GetAxisRaw() does not smooth input values, so it will return a value of either 1, -1 or 0, whereas GetAxis() will return values in-between 1 and -1 (or 0 if no input is detected).

This solution worked perfectly for my very basic FPS movement script:

using UnityEngine;

public class FPS_Move : MonoBehaviour
{
    public float _force, _maxSpeed;

    [SerializeField]
    private float _currentSpeed, z, x;

    private Vector3 _direction;
    private Rigidbody _rBody;

    void Start()
    {
        _direction = Vector3.zero;
        _rBody = GetComponent<Rigidbody>();     
    }

    void FixedUpdate()
    {
        //For Debugging
        _currentSpeed = _rBody.velocity.magnitude;
        if (_currentSpeed < 0)
        {
            _currentSpeed = 0;
        }

        x = Input.GetAxisRaw("Horizontal");
        z = Input.GetAxisRaw("Vertical");

        if (x != 0 || z != 0)
        {
            _direction = transform.right * x + transform.forward * z;
            _direction.Normalize();

            _rBody.AddForce(_direction * _force, ForceMode.Acceleration);

            if (_rBody.velocity.magnitude > _maxSpeed) 
            {
                _rBody.velocity = _rBody.velocity.normalized * _maxSpeed;
            }
        }
    }
}