private void HandleEntityDeath(Entity entity) { serverNetworkManager.SendEntityDeath(entity); //entity.EntityController.Die(0f); not necessary on server if (entity is Unit && playerUnits.ContainsKey(entity.playerId)) { PlayerUnit playerUnit = (from pu in playerUnits[entity.playerId] where pu.playerUnitId == (entity as Unit).playerUnitId select pu).FirstOrDefault(); if (playerUnit != null) { playerUnit.currentHealth = 0; if (CheckGameEnd(entity)) { serverGameManager.EndGame(); } } } RemoveEntity(entity.uniqueId); Destroy(entity.gameObject); }