private void HandleEntityDespawn(Entity entity) { PlayerUnit playerUnit = (from pu in playerUnits[entity.playerId] where pu.playerUnitId == (entity as Unit).playerUnitId select pu).FirstOrDefault(); if (playerUnit != null) { playerUnit.currentHealth = entity.currentHealth; } serverNetworkManager.SendEntityDespawn(entity); //entity.EntityController.CleanUpForDespawn(); not necessary on server RemoveEntity(entity.uniqueId); }