Changing the jump key in a premade code

I downloaded the “Sample Assets (beta)” from the Unity store, and I got this script for my character:

using UnityEngine;

[RequireComponent(typeof(PlatformerCharacter2D))]
public class Platformer2DUserControl : MonoBehaviour 
{
	private PlatformerCharacter2D character;
    private bool jump;


	void Awake()
	{
		character = GetComponent<PlatformerCharacter2D>();
	}

    void Update ()
    {
        // Read the jump input in Update so button presses aren't missed.
        if (CrossPlatformInput.GetButtonDown("Jump"))
            jump = true;
    }

	void FixedUpdate()
	{
		// Read the inputs.
		bool crouch = Input.GetKey(KeyCode.DownArrow);
		float h = CrossPlatformInput.GetAxis("Horizontal");

		// Pass all parameters to the character control script.
		character.Move( 1, crouch , jump );

        // Reset the jump input once it has been used.
	    jump = false;
	}
}

Right now the jump button is space bar, how can I change it? I can’t find it in the script.

this is the space bar:

   // Read the jump input in Update so button presses aren't missed.
        if (CrossPlatformInput.GetButtonDown("Jump"))
            jump = true;
    }

its “Jump”…you set the name of the buttons you want to use in unity under Edit/Project Settings/Input. Then in the window that opens in one of your tabs in unity, add/change the buttons to your preference(might not see the buttons at first, there in a drop down menu labled “Axes”), if you want to use a button that is not there, you’ll have to add a new button, and learn how to script by looking at tutorials if you dont know how already,

Edit: this: Unity - Manual: Input Manager

CrossPlatformInput.GetButtonDown(“Jump”);
in this line checked if space is pressed than it → put jump = true
change “Jump”, and in what key you want to cahnge?

The jump key is spacebar. If you launch a unity game and it brings up the little launcher. Go to Input and look through the controls. If you want to change it to another key, you could type:

if(Input.GetKeyDown(KeyCode.J)) {
jump = true;
}

Thanks a lot to everyone, it’s working now :smiley: