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"content": "nostr:npub14yqjkzqkgv4a27egvq5xmh2ravemytg9g5kldqeqfts92uvh90sq2vrfl3 Right, that's the point. Having the most responsive input is definitely desirable, but again, that is why I mention it depends on use case. I'm still fairly new to Godot, but in Unity for example, no matter how many times per frame you update a transform, it'll take till a full frame update until that new transform is even applied. And with a physics controller, it all happens on physics tick. So I think it's very good to mention, but YOU don't have to find the final solution here.",
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