How To Destroy An Object Server Side When Using OnTriggerEnter

I am currently making a multiplayer game and I want the pickups to get destroyed once one of the players have picked it up. Here is my code

private void OnTriggerEnter(Collider collision)
    {
        if (collision.CompareTag("Shield"))
        {
            if (stats.currentShield == stats.maxShield)
            {
                StartCoroutine(FullShield());
                //Debug.Log("You have full shield!");
            }
            else if (stats.currentShield < stats.maxShield)
            {
                FindObjectOfType<AudioManager>().Play("ShieldPickup");
                Destroy(collision.gameObject); // cant figure out how to destroy this server side (it has a photon view)
                stats.currentShield += 5f;
                shieldBar.SetShield(stats.currentShield);
            }
        }

        if (collision.CompareTag("Health"))
        {
            if (stats.currentHealth == 100f)
            {
                StartCoroutine(FullHealth());
                //Debug.Log("You have full HP!");
            }
            else if (stats.currentHealth < 100f)
            {
                FindObjectOfType<AudioManager>().Play("HealthPickup");
                Destroy(collision.gameObject); // // cant figure out how to destroy this server side (it has a photon view)
                stats.currentHealth += 5f;
                healthBar.SetHealth(stats.currentHealth);
            }
        }
    }

Pretty sure Photon has the concept of ownership, so you would need to send a message to the owner to tell him to destroy the item. You may have to make a remote procedure call to the owner’s machine to have them destroy it.

Here is a good Photon resource that summarizes a bunch of Photon’s functionality in one place:

If you scroll to the section on Scene Objects it shows an example of sending an RPC to pickup an item by passing the item’s ViewId.