OnTriggerExit doesn't work on the host.

i have a very simple code that looks like this

    private void OnTriggerExit(Collider other)
    {
        other.gameObject.SetActive(false);
        GameObject.Find("GameController").GetComponent<GameController>().playersalive.Remove(other.gameObject);
    }

the problem is that the gameobject doen’t get deactivated on the host, altho every player has the gameobject and the collider that this script is attached to.

Trigger events are only sent if one of the Colliders also has a Rigidbody attached - do you have a Rigidbody component attached to your players?

yes

i fixed it, i think that the issue was that another script tried to use that gameobject so it wasn’t able to get turned off. or at least i think so