Just to clarify, the documentation relevant to UNET refers to the ability of Blackboard Variables to sync through the network, by using the SyncBlackboard component 🙂
For what you are after, I think a good solution would be to create a custom NetworkBehaviour script, attach it to the same gameobject that the BehaviourTreeOwner is attached to and use the NetworkBehaviour API like ‘isServer’ for example, to act accordingly, like in your example case, stop the behaviour by calling GetComponent<BehaviourTreeOwner>().StopBehaviour().
Please let me know if that works for you.
Thanks!
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