// When this game object intersects a collider with 'is trigger' checked, // store a reference to that collider in a variable named 'other'.. void OnTriggerEnter(Collider other) { if (isServer) { // ..and if the game object we intersect has the tag 'Pick Up' assigned to it.. if (other.gameObject.CompareTag("Pick Up")) { // Make the other game object (the pick up) inactive, to make it disappear other.gameObject.SetActive(false); // Add one to the score variable 'count' SetCount(_count + 1); _gm.CheckAndSendWinMsg(); } } }