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.