So the input system package documentation says wasPressedThisFrame is an alternative to GetKeyDown() function. There’s also an example there, Keyboard.current.space.wasPressedThisFrame. However, the thing that’s unclear to me is how to do the same thing for a button which was mapped in InputActions asset. Like, if I have a Jump button, how do I make […].Jump.wasPressedThisFrame to work?
Check .triggered.
https://docs.unity3d.com/Packages/com.unity.inputsystem@1.0/api/UnityEngine.InputSystem.InputAction.html#UnityEngine_InputSystem_InputAction_triggered
Only in the latest versions of InputSystem, you can use the method […].Jump.WasPressedThisFrame() which returns a bool.