Hello everyone,
I have a problem to handle collisions in my FPS game (yes, annoying for an FPS game -_-).
A projectile shot has a mesh collider (with a mesh and a trigger) and a rigidbody.
My floor and walls are in one piece (modelized with Maya), and have a mesh collider (with the corresponding mesh).
The following code is associated to the projectile :
function OnTriggerEnter (other:Collider)
{
Debug.Log("Touché : " + other.name);
}
For now what I want to do is clearly the basics of colliders. But nothing is displayed when I shoot against a wall, but I can shoot myself (understand the FPS controller prefab we can use by default in Unity) and see my name displayed. I suppose there is a component missing in the walls but I thought the mesh collider was enough … Apparently not 
Mmmh, I found my solution thanks to :
http://answers.unity3d.com/questions/46077/ontriggerenter-problem.html
I had a projectile with a mesh collider, the trigger and a rigidbody and my walls with a mesh collider.
I removed the mesh collider from the projectile and I put instead a box collider (not quite exactly the shape, but it will do the work …
A trigger for a wall does seems strange, As you’re probably not playing a ghost. The probleme must come from the fact that the projectile is traveling too fast for the collision to happen. You can either modify the collision detection of the rigidody, but it’s going to be expensive performance wise. Try using raycast to detect the collision instead of On(…)Enter(). Or make sure the projectile’s layer and the wall’s layer can collide in the physic settings.
And you sound french, so salut compatriote 
Try making a box collider for the wall and in order for OnCollisionEnter to work the object must use a rigidbody to work. Also take the trigger of off the ball.