Input.GetKey not working

Hey,
Input.GetKeyDown is not working, all methods of Input not working either.

void Update()
    {
        if (hasAuthority)
        {
            // Only allow input for client with authority 
            var input = new Vector3(Input.GetAxis("Vertical"), 0, 0);
            //var rotation = new Vector3(0, Input.GetAxis("Mouse Y"), 0);
            //var rotation2 = new Vector3(0, Input.GetAxis("Mouse X"), 0);
            var rotation2 = new Vector3(transform.rotation.x, transform.rotation.y, transform.rotation.z);
            if (Input.GetKey(KeyCode.A))
            {
                Debug.Log("a");
                rotation2 = new Vector3(0, transform.rotation.y - 0.5f, 0);
                transform.Rotate(rotation2);
            }
            if (Input.GetKey(KeyCode.D))
            {
                Debug.Log("d");
                rotation2 = new Vector3(0, transform.rotation.y + 0.5f, 0);
                transform.Rotate(rotation2);
            }
            rb = GetComponent<Rigidbody>();
            rb.rotation.Set(0, transform.rotation.y, 0, transform.rotation.w);
            rb.AddForce(input.x * Time.deltaTime * moveSpeed, -0.01f, 0, ForceMode.Acceleration);
            var pos = transform.position;

            if (Math.Round(pos.x, 5) > Math.Round(posuj.x, 5))
            {
                rb.AddForce(-1, 0, 0, ForceMode.Force);
            }
            posuj = transform.position;
        }

        // Disable physics for peer objects
        GetComponent<Rigidbody>().isKinematic = !hasAuthority;

        // Update player name
        label.text = SteamFriends.GetPersonaName();

    }

At first glance I’m not seeing anything that would explain why inputs aren’t responding other than maybe hasAuthority is false.

Also, I’d suggest you set up your own key names in your Project Settings > Inputs. This way, you could set up if (Input.GetKey(KeyCode.A)) as if (Input.GetKey("RotateLeft")) instead, so that if the player wants to use different keys, or has a different keyboard layout, it won’t be hardcoded in to your game.

Restarting Unity fixed the problem.