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(+1)

No plans for Steam at the moment, it's just a fun hobby project for the time being. If it gets more serious maybe I'd consider it. I think disabling the collider entirely would be problematic because it would allow for the occasional headshot to not register due to collision being disabled. The collider would need to be disabled long enough for the dynamite to pass through, so it couldn't just be 0.00001f to make the odds of that bug extremely unlikely.

There probably is a solution that could be found with layering but the easiest method might just be to instantiate the dynamite slightly further in front of the player. Of course, there are already quite a few layers, etc. setup that ignore raycasts, etc.

(+1)

When I mentioned turning off the colliders, it's just dynamite, not the player, which is a simpler solution than working with the separate layers.

The time of the box collider of the dynamite off, is only to avoid that it collides with the player in the launch.
Player colliders remain normal. But that could cause the dynamites to grab the walls. So it's a temporary solution.

On the dynamites, I believe that only 1 in the match, is enough, COD MW1 only uses 1 also, depending on the amount of players in the match, each 1 with 3 dynamites, the game gets many explosions, which disrupts a little "pollution sound ".

How many people are creating the game?
What solution are you using for online, is Photon?

I intend to study more multiplayer in the future and I really enjoyed the performance in your game.