How to handle collisions?

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.

Might I suggest using a

if (!networkView.isOwner) return;

networkView.RPC(...);

inside the collision detection. This way only the owner of the object that is doing the collision will call an RPC that will execute all the actions you want to happen