I have a bunch of FBX models and I want to remove one particular mesh at runtime

Only some of the FBX models have them and I am just trying to remove them. This is the entirety of my code. My models are in a Resources folder and I have assigned this script to an empty GameObject.

var textfile: TextAsset;

function Start () {
    textfile = Resources.Load("modellocations");
    var textcontents: String = textfile.text;
    lines = textcontents.Split("
"[0]);

    //Getting rid of extra newline at end of file
    numlines = (lines.Length/3)*3;

    for (i = 0; i < numlines; i+=3) {
        var name = lines*;*
 *var xcoord = lines[i+1];* 
 *var zcoord = lines[i+2];*
 *var searchstr = "Google_Earth_Terrain/Mesh1";*
 *var googmesh: GameObject;*
 *var temp : GameObject = Resources.Load(name, typeof(GameObject)) as GameObject;* 
 *if (temp == null) {*
 *print (name +" failed to import");*
 *continue;*
 *}*
 *temp.AddComponent(MeshRenderer);*
 *clonesq = Instantiate(temp, Vector3(parseFloat(xcoord),0,parseFloat(zcoord)), Quaternion.identity);*
 *clonesq.name = name;*
 *googmesh = clonesq.Find(searchstr);*
 *if (googmesh) {*
 *Destroy(googmesh);*
 *}* 
 *}*
 *camera.main.transform.position = Vector3(332,0,3221);*
*}*
*```*
*<p>Ignore what I do from the text file, that is just some placement information. I added the MeshRenderer component, otherwise the objects wouldn't show. Now I find and store the item I want to delete in googmesh. I then destroy it (I had some print messages before Destroy, so I knew that it was finding things). The weird part is that only the first such FBX model with a googmesh had it deleted. It wouldn't do it for other objects even though this is in a loop. Any help or another way of solving the problem would be highly appreciated.</p>*

You could use the function OnPostprocessModel when importing your files, find all mesh components, compare the names and delete the "Mesh1" objects.