changing the radius of a particle system with unity script

I’ve looked at several different topics, but none of them worked for me. It should be super simple… I thought, but I’m going loco here:

#pragma strict

private var oscScript : GameObject; // ref to initScripts which has the oscCreceiver
public var ps : ParticleSystem;// = GetComponent<ParticleSystem>();
private var _pos;
private var shape;

function Awake () 
{
	oscScript = GameObject.Find("initScript");
	// ps = GetComponent.<ParticleSystem>();
	shape = ps.shape;
	// Debug.Log(shape);
}

function FixedUpdate() 
{
	var i = 1;

	_pos = oscScript.GetComponent.<oscReceiver>()._aa2;
	var radiusShape = Globals._map(_pos, .0f, 1.0f, 0.0f, 15.0f);

	shape.radius = radiusShape;

last line gives me the error: radius is not a member of ‘object’

WHYYY

@hexagonius So I tried using C# but couldn’t figure out how to share global variables between unity script and C#. Read that C# is compiled first so I wouldn’t have access to the variables in Unityscript.

So I threw it all out and retried above script and it works for some magical reason

#programerslife

only thing different is moving shape declaration to the update function