title: Unity networking, make player disappear for all clients
body: <p>I need to make the player disappear when he gets in car. Right now, it works as a single-player, but since I am new to "Unet" I don't really know how to achieve this, I tried some ways, but they didn't work. Here is script:</p>
  
  <pre><code>    [Client]
    void OnControllerColliderHit(ControllerColliderHit hit)
   {
   //so if we hit car
   if(hit.collider.tag == "Vehicle")
   {
       //if we pressed "E"
       if (Input.GetKeyDown(KeyCode.E))
       {
           //call method to disable some stuff taht should be disabled, like: controller, shoot, weapons etc.
           if (isServer)
               CmdCall(inVehicle, hit);
           else
               RpcCall(inVehicle, hit);
       }
   }
   }
  [Command]
   void CmdCall(bool invehicle, ControllerColliderHit hit){
  
   RpcCall(inVehicle, hit);
   }
   [ClientRpc]
   void RpcCall(bool invehicle, ControllerColliderHit hit)
   {
  
   disable(inVehicle, hit);
   }
  </code></pre>
  
  <blockquote>
    <p>I can't see any errors in console but I cant enter play mode cause there are some compiler errors, which again i cant see in console. thank you for any tip, comment, downvote, upvote, or hint :)</p>
  </blockquote>