Not sure, depends on what you are trying to achieve, and the actions. A few FSMs for player control alone are typical.
The Input One seems wonky.
What you should check is whether you use
get key down or
get axis & get button down. This is often wrong in tutorials. And the
get key down action probably should warn new users to strongly consider
get axis & get button down in combination with
input manager.
Quick Help: in
Input Manager (read), you can bind keys (also several) to a button name or axis name. In the FSM you simply use
get axis or
get button (down), with the exact name of one button as defined in Input Manager.
The principle is the same as key down, almost. The main difference is that you have all inputs in one place, and you can setup multiple inputs rather easily (you can duplicate button entries with CTRL+D too, just like GameObjects).
The name of the input should be short, and descriptive. Jump, Use, Attack, etc. Case sensitive. In the FSM you use those names, in the
Get Button Down action. Then, you simply bind keys/buttons/joystick/controller whatever to the inputs. If you want to double them, no problem. You can have a Jump entry several times, one for keyboard, one for controller etc.
Try also YouTube, and normal tutorials. You can skip the code part, or get a sense of how the logic works, which can help to adapt it for Playmaker.
Cheers.