OnTrigger causing a lag....

So i am making a game for android in which a ball will have to reach to a point to get some velocity and then to the next…for that i am using is trigger on a sphere with mesh render off…but whats happening is as soon as it touches the sphere colliders the game freezes for a sec and then every thing is smooth…and the strange part is it happens for only the first collider it comes in contact with… here’s my code

function Start () {

}
function Update()

{

}

function OnTriggerEnter(coll:Collider)
{

var gg:MOVEMENT=GetComponent(MOVEMENT);

if(coll.gameObject.tag==“wind”)

{
gg.forward=gg.forward+100;

Debug.Log(“hey”);
}

if(coll.gameObject.tag==“wind2”)
{

gg.forward+=150;

Debug.Log(“hey2”);

}
}

There is not a lot in your script but try this way in case:

var gg:MOVEMENT;
function Start () {
    gg = gameObject.GetComponent(MOVEMENT);
} 

function OnTriggerEnter(coll:Collider) {
    if(coll.CompareTag("wind")){ 
        gg.forward+=100;   
        Debug.Log("hey"); }
    else if(coll.CompareTag("wind2")) {
        gg.forward+=150;
        Debug.Log("hey2");   
} }

I just recently had the same problem. Spent all day trying to figure out what was causing it and I think I just found it. It might be too late for you but maybe someone else can benefit from the answer. So the cause was:

Debug.Log

I just removed it and the lag was gone.

Edit:

I also found out the same problem happens when using:

.ToString();