Switch out separate playermodels onTriggerEnter

I have two separate playermodels. I want to activate one and deactivate the other OnTriggerEnter.
Basically I am making a Mario type game, and want the character to turn into the flame Mario when he eats the flower, except with Amedeo Avogadro and an Avocado. (For chemistry EC.)
Code:

using UnityEngine;
using System.Collections;

public class avoc : MonoBehaviour {
public Player GameObject.Find(“Player”);
private Vector3 vectorforobject;
public GameObject prefab;

void OnTriggerEnter(Collider avoc)
{
	if(avoc.tag == "avogA")
	{
		vectorforobject = avoc.transform.position;
		Instantiate(prefab, vectorforobject, Quaternion.identity);
		Destroy(Player.gameObject);
	}
}

}`

You could keep the Meshes as public variables in your script and in OnTriggerEnter just swap the meshes like so:

public Mesh flameMarioMesh;

renderer.sharedMesh = flameMarioMesh; //sharedMesh is used to remove leaking of meshes.

You can do the same to change the mesh back.