private void OnDeath(string from)
    {
        // Set the flag so that this function is only called once.
        m_Dead = true;

        // Turn the car off.
        gameObject.SetActive(false);

        Debug.Log("Player " + gameObject.name + " killed.");
        WebSocketManager.HealthChangeJson player = new WebSocketManager.HealthChangeJson(gameObject.name, from);
        string playerJson = JsonUtility.ToJson(player);

        WebSocketManager.instance.Dispatch("disconnect", playerJson, true);
//        leaderboardManager.ChangeScore(UserName, "kills", 1);

        SceneManager.LoadScene("GameOver");
    }
    void OnTriggerEnter2D(Collider2D collider)
    {
        Debug.Log("Projectile OnTriggerEnter2D: Testing owner.isLocal player and that collider is not person who fired");
        //if (collider.gameObject.name != this.gameObject.name)
        //if (collider.gameObject.tag != this.gameObject.tag)
        if (owner.isLocalPlayer && !collider.gameObject.GetComponent <CarController>().isLocalPlayer)
        {
            Debug.Log("Projectile OnTriggerEnter2D: Bullet Hit!");

            Debug.Log("Projectile OnTriggerEnter2D: Fetching health bar");
            var healthBar = collider.gameObject.GetComponent <HealthBar>();// as HealthBar;
            Debug.Log("Projectile OnTriggerEnter2D: Successfully fetched health bar");

            string from = owner.playerName;
            Debug.Log("Projectile OnTriggerEnter2D: " + collider.gameObject.name + ": took damage from bullet from: " + from);

            if (!healthBar)
            {
                Debug.Log("Projectile OnTriggerEnter2D: No health bar found for player" + collider.gameObject.name + ", return.");
                return;
            }

            Debug.Log("Projectile OnTriggerEnter2D: About to call TakeDamage on healthBar from Projectile script");
            healthBar.TakeDamage(10);
            Debug.Log("Projectile OnTriggerEnter2D: Back in Projectile script after call to TakeDamage");

            Debug.Log("Projectile OnTriggerEnter2D: Creating damage record HealthChangeJson");
            WebSocketManager.HealthChangeJson damageRecord = new WebSocketManager.HealthChangeJson(collider.gameObject.name, 10, from);
            Debug.Log("Projectile OnTriggerEnter2D: Stringifying json");
            string jsonDamageRecord = JsonUtility.ToJson(damageRecord);
            Debug.Log("Projectile OnTriggerEnter2D: Dispatching projectile_damage to WebSocketManager");
            WebSocketManager.instance.Dispatch("projectile_damage", jsonDamageRecord, true);

            // Send message that damage was dealt to another player (probably implementing in healthbar script)
        }
    }