If you indeed want the former, make sure you’ve actually created the actions, see here (I suggest you probably name it “jump“ or something).
Godot allows passing input events to “actions” (which are just names that you set up in the Input Map), then checking, in your code, for actions instead of bare inputs. This extra layer enables key binding at runtime (so your players can define how to “jump”, to their preference), plus you can bind more than one input event to a single action and check the one action to check them all.
Im using the space key as an action, the reason I dont use jump is because I want to leave room to use the jump key for other actions, kinda like OOT if you play the old zelda games. Thx for the help.
You can assign any number of actions to the same key.
I would double check the jump velocity. It seems tiny to me and it may be that the jump is too small for you to notice it. Increase it to a few hundred just to see if it works.