Slider changes value by yourself

I have two camera so i have to monitor. One camera keeps canvas. The other one watch game. When i click ‘A’ and ‘D’, the slider triggered and changing values. I don’t write ‘onKeyDown’ or like this. How can it possible ?

Here is my codes:

public class ChangePlanetSize : MonoBehaviour {
	Slider planetSlider;
	public GameObject [] Planets;
	public Vector3 [] PlanetsDef;
	// Use this for initialization
	void Awake(){
		Planets = GameObject.FindGameObjectsWithTag ("Planets");
		PlanetsDef = new Vector3[Planets.Length];
		for (int arr = 0; arr < Planets.Length; arr++) {
			PlanetsDef [arr] = Planets [arr].transform.localScale;
		}
	}
	void Start () {
		

		planetSlider = GetComponent<Slider> ();
		planetSlider.onValueChanged.AddListener (delegate {ChangeVal ();});
	}
	void ChangeVal(){
		for (int arr = 0; arr < Planets.Length; arr++) {
			if(planetSlider.value == 1 )
				Planets [arr].transform.localScale = PlanetsDef [arr] * planetSlider.value ;
			else if (!Planets [arr].gameObject.name.Equals ("Sun"))
				Planets [arr].transform.localScale = PlanetsDef [arr] * planetSlider.value * 200;
			else
				Planets [arr].transform.localScale = PlanetsDef [arr] * planetSlider.value;
		}
	}

A and D are standard Input in unty. To fix it, select your SliderGameObject, in inspector look for Navigation and select “None”.

Or delete A and D standard inputs in" > toolbar > edit > project Settings > input >>> inspector > axis, horizontal > alt positive and negative buttons";

A & D are default horizontal Input keys[107747-screenshot-2.png|107747]. Are you using Input.GetAxis(“Horizontal”) or similar in your update loop ??