Colliders with JS only

I am generating some simple 3d object with JS coding. I am able to add Mesh Collider as well. But I need to find a way to make it convex. Do you know any code samples for that? Thanks in advance

http://docs.unity3d.com/Documentation/ScriptReference/MeshCollider-convex.html

I have a public class named Element
#pragma strict

public class Element
{
private var elementContainer: GameObject;
private var cubeFront : GameObject;
private var cubeFrontUp : GameObject;
private var cubeFrontDown : GameObject;
private var cubeBack : GameObject;
private var cubeLeft : GameObject;
private var cubeRight : GameObject;
private var cubeBottom : GameObject;
private var cubeTop : GameObject;
private var cubeHole : GameObject;
private var woodThickness : float = 1;
private var hole : int;
public var xPos : int = 0;
public var yPos : int = 0;
public var moveMe : int = 1;

	public function Element(bWidth : int, bHeight : int, bDepth : int, nFrontface : int, hole : int) 
	{
	
	
		elementContainer = new GameObject("Element Container");
		//elementContainer.AddComponent(Rigidbody);
		//elementContainer.rigidbody.isKinematic = true;
		elementContainer.AddComponent(MeshCollider);
		//Debug.Log(elementContainer.transform.collider);
		
		
		
		
		if(nFrontface == 1){

		//Front
	    cubeFront  = GameObject.CreatePrimitive(PrimitiveType.Cube);
	    cubeFront.transform.localScale = Vector3(bWidth,bHeight,woodThickness);
		cubeFront.transform.localPosition = Vector3(0,bHeight * 0.5, -1 * bDepth * 0.5 + woodThickness*0.5);
		cubeFront.renderer.material.mainTexture = Resources.Load("H3375_ST22", Texture2D);
		cubeFront.transform.parent = elementContainer.transform;
		
		
		}else if(nFrontface == 2){
		
		
		//FrontUp
	    cubeFrontUp  = GameObject.CreatePrimitive(PrimitiveType.Cube);
	    cubeFrontUp.transform.localScale = Vector3(bWidth,bHeight*0.5-woodThickness*0.2,woodThickness);
		cubeFrontUp.transform.localPosition = Vector3(0,bHeight * 0.75, -1 * bDepth * 0.5 + woodThickness*0.5);
		cubeFrontUp.renderer.material.mainTexture = Resources.Load("200s", Texture2D);
		cubeFrontUp.transform.parent = elementContainer.transform;
		//FrontDown
		cubeFrontDown  = GameObject.CreatePrimitive(PrimitiveType.Cube);
	    cubeFrontDown.transform.localScale = Vector3(bWidth,bHeight*0.5-woodThickness*0.2,woodThickness);
		cubeFrontDown.transform.localPosition = Vector3(0,bHeight * 0.25, -1 * bDepth * 0.5 + woodThickness*0.5);
		cubeFrontDown.renderer.material.mainTexture = Resources.Load("200s", Texture2D);
		cubeFrontDown.transform.parent = elementContainer.transform;
		
		}
		
		//Back
	    cubeBack  = GameObject.CreatePrimitive(PrimitiveType.Cube);
	    cubeBack.transform.localScale = Vector3(bWidth,bHeight,woodThickness);
		cubeBack.transform.localPosition = Vector3(0,bHeight * 0.5, bDepth * 0.5 - woodThickness*0.5);
		cubeBack.renderer.material.mainTexture = Resources.Load("H3375_ST22", Texture2D);
		cubeBack.transform.parent = elementContainer.transform;
		
		//Left
	    cubeLeft  = GameObject.CreatePrimitive(PrimitiveType.Cube);
	    cubeLeft.transform.localScale = Vector3(woodThickness,bHeight,bDepth);
		cubeLeft.transform.localPosition = Vector3(-1 * bWidth * 0.5 + woodThickness*0.5,bHeight * 0.5, 0);
		cubeLeft.renderer.material.mainTexture = Resources.Load("H3375_ST22", Texture2D);
		cubeLeft.transform.parent = elementContainer.transform;
		
		//Right
	    cubeRight  = GameObject.CreatePrimitive(PrimitiveType.Cube);
	    cubeRight.transform.localScale = Vector3(woodThickness,bHeight,bDepth);
		cubeRight.transform.localPosition = Vector3(bWidth * 0.5 - woodThickness*0.5,bHeight * 0.5, 0);
		cubeRight.renderer.material.mainTexture = Resources.Load("H3375_ST22", Texture2D);
		cubeRight.transform.parent = elementContainer.transform;
		
		//Bottom
	    cubeBottom  = GameObject.CreatePrimitive(PrimitiveType.Cube);
	    cubeBottom.transform.localScale = Vector3(bWidth,woodThickness,bDepth);
		cubeBottom.transform.localPosition = Vector3(0,woodThickness*0.5, 0);
		cubeBottom.renderer.material.mainTexture = Resources.Load("H3375_ST22", Texture2D);
		cubeBottom.transform.parent = elementContainer.transform;
		
		//Top
	    cubeTop  = GameObject.CreatePrimitive(PrimitiveType.Cube);
	    cubeTop.transform.localScale = Vector3(bWidth,woodThickness,bDepth);
		cubeTop.transform.localPosition = Vector3(0,bHeight, 0);
		cubeTop.renderer.material.mainTexture = Resources.Load("200s", Texture2D);
		//cubeTop.renderer.material.color = Color.gray;
		cubeTop.transform.parent = elementContainer.transform;
		
		
		if(hole == 1){
		//Hole
	    cubeHole  = GameObject.CreatePrimitive(PrimitiveType.Cube);
	    cubeHole.transform.localScale = Vector3(10,0,3);
		cubeHole.transform.localPosition = Vector3(0,bHeight+1, bDepth*0.5-1.8);
		cubeHole.renderer.material.color = Color.gray;
		cubeHole.transform.parent = elementContainer.transform;
		
		}
		
		
		
	}
	
	function Place (_xPos : int, _yPos : int)
	{
   		 	xPos = _xPos;
   	 		yPos = _yPos;
   	 		elementContainer.transform.localPosition = Vector3(xPos,yPos, 0);
   	 		
    
	}
	
	function Start ()
	{
    
	}

	function Update ()
	{
	
	
    	
	}

}

I want to access the variable named moveMe from a Main JS code
#pragma strict

private var wall : GameObject;
private var floor : GameObject;

private var mouseScreen : Vector3 = new Vector3(0,0,0);
private var mouseWorld : Vector3 = new Vector3(0,0,0);
private var offSet : Vector3 = new Vector3(0,0,0);

private var woodThickness : float = 1;

function Start () {

//camera positioning
this.transform.position = Vector3(90,150,-250);
this.transform.Rotate(15,-5,0);

// Make a game object

var lightGameObject : GameObject = new GameObject("The Light");

// Add the light component
lightGameObject.AddComponent(Light);
// Set color and position
lightGameObject.light.color = Color.white;
lightGameObject.light.type = LightType.Directional;
lightGameObject.light.intensity = 0.4;
// Set the position (or any transform property) after
// adding the light component.
lightGameObject.transform.position = Vector3(0, 500, 0);
lightGameObject.transform.Rotate(40, 5, 200);

//point light
var pointLightGameObject : GameObject = new GameObject("The Point One");

// Add the light component
pointLightGameObject.AddComponent(Light);
// Set color and position
pointLightGameObject.light.color = Color.white;
pointLightGameObject.light.type = LightType.Point;
pointLightGameObject.light.intensity = 1;
pointLightGameObject.light.range = 130;
// Set the position (or any transform property) after
// adding the light component.
pointLightGameObject.transform.position = Vector3(60, 140, -31);
pointLightGameObject.transform.Rotate(40, 5, 200);


//create Background Wall and Floor
wall = GameObject.CreatePrimitive(PrimitiveType.Cube);
wall.transform.position = Vector3(0,150,30);
wall.transform.localScale = Vector3(800,2,300);
wall.transform.Rotate(90,0,0);
wall.renderer.material.mainTexture = Resources.Load("wall", Texture2D);
wall.renderer.material.mainTextureScale = Vector2 (11,11);

//floor
floor = GameObject.CreatePrimitive(PrimitiveType.Cube);
floor.transform.position = Vector3(0,0,-120);
floor.transform.localScale = Vector3(800,2,300);
floor.transform.Rotate(0,0,0);
floor.renderer.material.mainTexture = Resources.Load("wooden-floor-texture", Texture2D);
floor.renderer.material.mainTextureScale = Vector2 (11,11);

//create Elements
var myStuff : Element = new Element(130,40,50,2,1);
myStuff.Place(97,8);
 
var myStuff2 : Element = new Element(65,40,50,1,0);
myStuff2.Place(0,8);
 
var myBase : Base = new Base(195,8,46);
myBase.Place(65,0);

}

function Update () {
var mainCamera = Camera.main;
var hit : RaycastHit;
//Debug.Log(Input.mousePosition);
//Debug.Log(mainCamera.ScreenPointToRay(Input.mousePosition));

if (Input.GetMouseButtonDown (0)){

	if( Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition),  hit ) ) {
		
		mouseScreen = Vector3(Input.mousePosition.x,Input.mousePosition.y,-1 * mainCamera.transform.position.z);
		
		mouseWorld = mainCamera.ScreenToWorldPoint(mouseScreen);
		
		offSet = mouseWorld-hit.transform.position;		
	
	    
	}
		

}

if (Input.GetMouseButton (0)){

	if( Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition),  hit ) ) {
		
		mouseScreen = Vector3(Input.mousePosition.x,Input.mousePosition.y,-1 * mainCamera.transform.position.z);
		
		mouseWorld = mainCamera.ScreenToWorldPoint(mouseScreen);
		
		
		// here I'd like to get the variable moveMe
		
		if(hit.rigidbody){
    	
    	
    	hit.transform.position.x = mouseWorld.x - offSet.x;
		hit.transform.position.y = mouseWorld.y - offSet.y;
		hit.transform.position.z = 0;	    	
    	}
   
	}
}

}
thanks a lot for your help