GetAxisRaw defaulting to -1 instead of 0

I will post my camera script below. The GetInput() method seems to be the cause of my camera constantly going in circles. For some reason the input variables are at -1 when they should be at 0.

using UnityEngine;
using System.Collections;

public class CameraScript : MonoBehaviour
{
    public GameObject player;
    public GameObject cameraTarget;
    public GameObject zPos;

    [System.Serializable]
    public class PositionSettings
    {
        public float maxDistance = 6f;
        public float minDistance = 4f;
        public float defaultCamHeight = 1f;
        public float camHeight = 1f;
        public float keyVertDistance = 7f;
        public float smooth = 10f;
        public float lookHeight = 10f;
    }

    [System.Serializable]
    public class OrbitSettings
    {
        public float hRotateSpeed = 250f;
        public float vRotateSpeed = 3f;
    }

    [System.Serializable]
    public class InputSettings
    {
        public string ORBIT_HORIZONTAL = "OrbitHorizontal";
        public string ORBIT_VERTICAL = "OrbitVertical";
    }

    public PositionSettings position = new PositionSettings();
    public OrbitSettings orbit = new OrbitSettings();
    public InputSettings input = new InputSettings();

    Vector3 targetPos = Vector3.zero;
    Vector3 destination = Vector3.zero;
    CharacterController charController;
    float hOrbitInput;
    float vOrbitInput;
    public PlayerScript ps;

    private GameObject target;
    private Transform camPos;
    private float distance;
    private float orbitDistance;
    private float vertDistance;
    private string camMode;
    private RaycastHit hit;
    private float rayRange = 20;
    private bool canSeePlayer;
    
    void Start()
    {
        target= cameraTarget;
    }

    void Update()
    {
        //track current distance
        distance = Vector3.Distance(transform.position, target.transform.position);
        orbitDistance = Vector3.Distance(transform.position, target.transform.position);
        vertDistance = Mathf.Abs(transform.position.y - target.transform.position.y);
        Follow();
        if (Input.GetAxis("Triggers") < 0) { ZTarget(); }
        if (Input.GetButtonDown("R3")) { ChangeDistance(); }
    }

    void Follow()
    {
        //Orbit
        GetInput();
        Debug.Log("hOrbit" + hOrbitInput);
        Debug.Log("vOrbit" + vOrbitInput);
        if (hOrbitInput != 0)
        { HOrbitControl(); }
        if (vOrbitInput != 0)
        { VOrbitControl(); }
        if (vOrbitInput == 0)
        { position.camHeight = position.defaultCamHeight; }

        //Ensure distance and height are within parameters
        AdjustDistance();
        AdjustHeight();
        AvoidObstacles();

        LookAt();
    }

    void HOrbitControl()
    {
        transform.RotateAround(target.transform.position, Vector3.up, orbit.hRotateSpeed * hOrbitInput * Time.deltaTime);
    }

    void VOrbitControl()
    {
        position.camHeight = orbit.vRotateSpeed * vOrbitInput;
    }

    void AdjustHeight()
    {
        if (vertDistance < position.keyVertDistance)
            { transform.position = Vector3.Slerp(transform.position, new Vector3(transform.position.x, target.transform.position.y + position.camHeight, transform.position.z), Time.deltaTime * position.smooth); }
        FallingFollow();
    }

    void AdjustDistance()
    {
        // if the camera is farther than the maxdistance, bring the camera within the acceptable distance range
        if (distance > position.maxDistance)
        {
            transform.position = Vector3.Slerp(transform.position, new Vector3(
                target.transform.position.x - (transform.forward.x * position.maxDistance),
                target.transform.position.y + position.camHeight,
                target.transform.position.z - (transform.forward.z * position.maxDistance)),
                Time.deltaTime * position.smooth);
        }
        // if the camera is closer than the minDistance, push the camera out to be within the acceptable distance range
        if (distance < position.minDistance)
        {
            transform.position = Vector3.Slerp(transform.position, new Vector3(
                target.transform.position.x - (transform.forward.x * position.minDistance), 
                target.transform.position.y + position.camHeight, 
                target.transform.position.z - (transform.forward.z * position.minDistance)), 
                Time.deltaTime * position.smooth);
        }
    }

    void ZTarget()
    { transform.position = Vector3.Slerp(transform.position, zPos.transform.position, Time.deltaTime * position.smooth); }

    void LookAt()
    { transform.LookAt(Vector3.Slerp(target.transform.position, new Vector3(target.transform.position.x, target.transform.position.y, target.transform.position.z), Time.deltaTime * position.smooth)); }

    void GetInput()
    {
        hOrbitInput = Input.GetAxisRaw(input.ORBIT_HORIZONTAL);
        vOrbitInput = Input.GetAxisRaw(input.ORBIT_VERTICAL);
    }

    void ChangeDistance()
    {
        switch (position.maxDistance.ToString())
        {
            case "6":
                position.maxDistance = 10f;
                break;
            case "10":
                position.maxDistance = 6f;
                break;
        }
    }

    void AvoidObstacles()
    {
        if (Physics.Raycast(transform.position, (player.transform.position - transform.position), out hit, rayRange))
        {
            if(hit.transform.tag != "Player")
            {
                //move camera to a location where it can see the player
            }
        }
    }

    void FallingFollow()
    {
        if (ps.animator.GetBool("isFalling"))
        {
            //raise the camera to give a better angle for landing
        }
    }
}