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Complex object with NetworkBehaviour (object with children having their own logic)

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Hello,

I was wondering how to correctly (if a correct way already exists ;-p) implement a NetworkIdentity game object that would have children game object having their "own" logic.

By example, a ship that would have cannons; the ship is the one with the NetworkBehaviour, but the cannons themselves can follow a given target (and not the same one for all the cannons) and fire independently from each other.

So I'll have to handle the logic of all these elements at the level of the ship...

Complex object with NetworkBehaviour (object with children having their own logic)

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