How to read the input manager from a script

I have text labels on interactable objects which I want to change based on the player’s key bindings. It’s simple enough to create a fixed message, but how do I read which key (or positive button) is bound to an axis?

I was hoping something like the following would be possible but I can’t see anything which does this. (Interact is the axis name)

this.GetComponent<TextMesh>().text = "Press " + Input.GetInput("Interact") + " to interact";

Thats not possible I think. You’d have to make an own Input Class. Thats how i do it all the time. Cause if you have an own Input class you can also support ingame key changes.