How does Unity read your gamepad?
It’s straightforward enough to detect actual buttons. Get the state of the trigger buttons. When I press an arrow key, move the character.
What does it mean to press the Jump button?
I reworked my code to support actions, or custom button mappings.
When I check for the Jump button, my code converts that to the A button on a gamepad, or Spacebar on a keyboard.
I can now check if the Jump button is pressed, without hard coding what key, button, or axis that might be on specific hardware.