In the MULTIPLAYER: REAL-TIME GAME example, I see that local prediction is enabled for the Peer sprite. When I play the game, I see that the sprite moves immediately on the peer and if I disable local prediction, then there’s a noticeable delay.
So, what’s happening? I see that “on client update”, “inputs” is updated to reflect the peer’s button press states. Then every tick the peer also uses this value to move the sprite locally.
With prediction disabled, it feels to me that “inputs” is updated once and should be sent to the host and actioned on the peer at the same time – but there’s a delay and I don’t understand why or how it's different to when prediction is enabled.
I’m also not sure I understand WHEN “on client update” triggers!
Any guidance would be hugely appreciated.