What’s up with that?
I want to be able to display the ACTUAL strings for specific keybindings while the user is playing the game… but the Input class doesn’t expose any of that information.
Que paza? I was extremely surprised to find that this was not trivial, let alone impossible.
Unity, explain yourselves!
In the meantime, you can actually create your own homebrew Input Manager if it’s really important to you. (I created a tutorial on the subject).
Essentially, you store KeyCode objects in an array with another array of strings for storing the name of the key. After that, you just grab the KeyCode that the player presses in order to reassign the key array.
The fully-functional Input Manager is included alongside the tutorial as well, if you’re interested. 
That might be interesting… will check it out.
If someone had a fully functional input manager coded that looked and functioned like the “real” one, I’d be interested in buying it.
@Gagerath - I looked at the video snippet on your site and but I couldn’t tell from the video if it included a fully functional input manager. If it does, can you post a screenie of it?