Problem with a custom input handler

I am not satisfied with the built-in “Input.GetAxisRaw” method for controlling a character. I want a value of “0” to be returned ONLY when no keys are held down, since this method still returns a value of 0 if both keys on the same axis are held down (ie. left and right) Here is my attempt:

        //if right is pushed first
		if (Input.GetKey("right") && !Input.GetKey("left")) {
			rightOn = true;
			leftOn = false;
		}
		//if left is pushed first
		if (Input.GetKey("left") && !Input.GetKey("right")) {
			leftOn = true;
			rightOn = false;
		}
		//reset if no longer pressing
		if (!Input.GetKey("left") && !Input.GetKey("right")) {
			leftOn = false;
			rightOn = false;
			move = 0;
		}
		
		if(leftOn) {
			if(Input.GetKey("right")) //doesn't register here
				move = 1;
			else
				move = -1;
		}
		
		if(rightOn) {
			if(Input.GetKey("left")) //doesn't register here
				move = -1;
			else
				move = 1;
		}

I know it seems a bit hack-ish, but it mostly works. What ISN’T happening is that it doesn’t register the areas that I’ve marked with the obviously labeled comments. When I hold down a key, I move in the intended direction, but pressing the opposite key while holding the other key still allows it to continue in the same direction instead of switching directions.

If you know of a more efficient way to get this same effect, please feel free to suggest one.

Figured it out. It was a problem with another part of my code. Carry on…