static void GiveMesh() { GameObject[] gobjects = Selection.gameObjects; foreach (GameObject go in gobjects) { try { BoxCollider bc = go.GetComponent <BoxCollider>(); bc.enabled = true; bc.isTrigger = true; Debug.LogFormat("Enabled Box Colldier on {0}", go.name); } catch { BoxCollider bc = go.AddComponent <BoxCollider>(); bc.isTrigger = true; Debug.LogFormat("Added Box Collider on {0}", go.name); } try { MeshCollider mC = go.GetComponent <MeshCollider>(); mC.enabled = false; Debug.LogFormat("Found MeshCollider {0}", mC.ToString()); } catch { Debug.Log("Did not have mesh collider"); } try { MoveWithDrawer mWD = go.GetComponent <MoveWithDrawer>(); Debug.LogFormat("Found move with drawer script in {0},{1}", mWD.ToString(), go.name); } catch { MoveWithDrawer mWS = go.AddComponent <MoveWithDrawer>(); Debug.LogFormat("Added Move with Drawer script {0}", mWS.ToString()); } } Debug.LogFormat("Updated {0} objects with Drawer Functionality", gobjects.Length); }