> and then Multiplayer -> set client input state to value Peer.inputs
And then what do you do with it?
Input state is just a value, it doesn't matter if it's from a keyboard, gamepad, mouse or any other input method. You need to translate this value to character movement. Perhaps something like this:
Player move (speed*dt) pixels at angle (Multiplayer.PeerState(Player.peerid, "stick_angle"))
Check out the official Pong example.
yes, there are other events. Here is a screenshot of the entire event sheet. There aren't so many. If you want I can also share the project, but I think you should have a gamepad.
With these events, everything works for the host. But for the Peer if I enable the event 16 enable local input prediction... seems to work fine, but what happens is that the object keeps moving back to its original position.
maybe I'm making a mistake or this is not the correct method, what is it?
[update] I noticed that the object moving back error only occurs when I try to move it up (for Peer preview) then moving the analog stick between 0 and -180. However, if I move it between 0 and 180 the object seems to move correctly in that angle.