Problems with OnCollisionEnter()... SOLVED

That did it!

function ShieldsOn () {
	if (canShield) {
		var getMeshes = GetComponentsInChildren(MeshCollider);
		for (var meshSwitch : MeshCollider in getMeshes) {
			if( meshSwitch.gameObject.tag == "Shield" ) {
				meshSwitch.convex = true;
			}
		}
		
		canShield = false;
		shieldsOn = true;
		shield1.renderer.enabled = true;
		shield2.renderer.enabled = true;
		
		startTime = Time.time;
			
		if (shieldsOnSound) {
			audio.clip = shieldsOnSound.clip;
			audio.volume = shieldsOnSound.volume;
			audio.loop = shieldsOnSound.loop;
			audio.Play();
		}
	}
}

I realize that I’d gotten into trying other typing to get 'round the errors and then gave up on typing altogether. I think I was also trying that line as " : boolean"… I must not have struck the correct combination of type.

[edit: spelling]

I won’t tell you about the sound problems that have developed after this, but that’s another thread…

And (as this leaves the objects active at all times) if this creates a performance hit, then I’ll have to have something in OnTriggerExit(); and some tests to de-activate them.

This is a good work around!

Thanks for the insight!