# GetAxisRaw(string)

> Returns the value of the virtual axis identified by axisName with no smoothing filtering applied.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.InputLegacyModule

```csharp
public static float GetAxisRaw(string axisName)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)):&#x20;

### Returns

| Type                                                          | Description |
| ------------------------------------------------------------- | ----------- |
| [float](https://learn.microsoft.com/dotnet/api/system.single) |             |

### Remarks

**Note**: This API is part of the legacy Input Manager. The recommended best practice is that you don't use this API in new projects. For new projects, use the Input System package. To learn more about input, refer to [Input](/engine/6000.7/script-reference/unityengine/input.md).

The value will be in the range -1...1 for keyboard and joystick input. Since input is not smoothed, keyboard input will always be either -1, 0 or 1. This is useful if you want to do all smoothing of keyboard input processing yourself.

The [Input.GetAxis](/engine/6000.7/script-reference/unityengine/input/getaxis.md) page describes in detail what the `axisName` for [Input.GetAxisRaw](/engine/6000.7/script-reference/unityengine/input/getaxisraw.md) means.  For example the `Horizontal` axis is managed by `Left` and `Right`, and `a` and `d` keys.  Other Input Axes can be seen in the `Edit->Settings->Input` window.

### Examples

```csharp
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour
{
    void Update()
    {
        float speed = Input.GetAxisRaw("Horizontal") * Time.deltaTime;
        transform.Rotate(0, speed, 0);
    }
}
```
