I’ve been following along, and keeping pretty much to the project. I’m not sure why the collisions between the projectiles are triggering the DestroySelfOnContact.OnTriggerEnter2D(). The effect is that the projectiles spawn and destroy themselves instantly.
The project settings has projectile to projectile unchecked:
I have it debugging to check what’s triggering:
private void OnTriggerEnter2D(Collider2D collision) {
Debug.Log(gameObject.name + " DestoySelfOnContact with " + collision.name);
Destroy(gameObject);
}
I’m getting this in the console when I fire:
Both client and server projectiles are to have colliders, right? Is there a step that I possibly missed?