Rigidbody2D apply force is much stronger in left-right VS up-down

Hey everyone,

I got a simple sprite with a RigidBody2D applied to it. The issue I have is for adding equivalent force on keydown, for each arrow press, the force applied on left-right clicks compared to up-down is much much stronger.

Here’s my code:

if(Input.GetKeyDown(KeyCode.UpArrow))
        {
            Debug.Log(this.rigidBody.velocity);
            this.rigidBody.AddForce(new Vector2(0, 1), ForceMode2D.Impulse);
        }
        else if(Input.GetKeyDown(KeyCode.DownArrow))
        {
            Debug.Log(this.rigidBody.velocity);
            this.rigidBody.AddForce(new Vector2(0, -1), ForceMode2D.Impulse);
        }
        else if(Input.GetKey(KeyCode.LeftArrow))
        {
            Debug.Log(this.rigidBody.velocity);
            this.rigidBody.AddForce(new Vector2(-1, 0), ForceMode2D.Impulse);
        }
        else if(Input.GetKey(KeyCode.RightArrow))
        {
            Debug.Log(this.rigidBody.velocity);
            this.rigidBody.AddForce(new Vector2(1, 0), ForceMode2D.Impulse);
        }

It gets to a level in which for 5 clicks up I’m getting slight movement up, and 2 clicks right, I’m getting crazy movement to the right.

Any idea for why this happens?

Thanks!

OK I figured it out.

My top-down buttons were set as GetKeyDown and my left-right buttons were set as GetKey, therefore applying continuous force.