In my game I only use OnTrigger collisions. Each client is responsible for the objects they created.
Right now the way collisions work is as follows:
Check to see if object being collided against is the player’s. If it is then do one or more of the following actions:
- Activate OnCollision ability (this is just a delegate that tells it to cast a spell when it collides)
- Kill the collided object if “diesOnCollision” is set to true otherwise:
– Call the “TakeDamage” function
– Knockback the object if “knockedbackOnCollision” is set to true.
I’m not sure how to send all that information to the other player.