Not disabling gameobjects on script, [Networking]

I have 2 flags, when the player touches them they should be SetActive(false);
For some reason, this isn’t happening, but the scoring system of it is working.
They both are prefabs have a network identity and a network transform and they are registered in the manager. Any help would be amazing :slight_smile:

void OnCollisionEnter(Collision col)
    {
        if (col.gameObject.tag == "RedFlag")
        {
            if (TeamPick.bluePick == true)
            {
                RedFlagPickedUp = true;
                redFlag.SetActive(false);
                Debug.Log("Flag Triggered");
            }
            if (BlueFlagPickedUp == true)
            {
                StartCoroutine("BlueFlagRespawn");
                Points._points += 1;
                BlueFlagPickedUp = false;
            }
        }
        if (col.gameObject.tag == "BlueFlag")
        {
            if (TeamPick.redPick == true)
            {
                BlueFlagPickedUp = true;
                blueFlag.SetActive(false);
                Debug.Log("Flag Triggered");
            }
            if (RedFlagPickedUp == true)
            {
                StartCoroutine("RedFlagRespawn");
                Points._points += 1;
                RedFlagPickedUp = false;
            }
        }
    }

I don’t see anything networking related in this code. Are you expecting the collisions to occur both on the server and on the client? Because it is likely that won’t occur. You should pick one computer where the collisions should occur and the results will be decided, and then update the other clients with the result.

Thank you I will try this :smile: