Enable MeshRenderer from all objects in array

Hello everyone,

I’ve been searching for a solution for my problem on the web, and posted this question about it, but as far as I tried now, there aren’t any solutions yet.
I have an array of gameobjects colorStamps, with their Meshrenderers disabled by default.
When my player gets a specific pickup, the “ShowPath()” function is being called and the MeshRenderers from all the colorStamp gameobjects in the array should enable.
In the Unity Editor it works like a charm, but when I build to iOS, the meshes don’t show/ stay disabled.

Code (CSharp):

public void ShowPath()
{
colorStamps = GameObject.FindGameObjectsWithTag(“PathBlocks”);

    for (int i = 0; i < colorStamps.Length; i++)
    {
       TheMesh = colorStamps*.gameObject.GetComponent<MeshRenderer>() as MeshRenderer;*

TheMesh.enabled = true;
}
I’ve read that the GetComponent could return a component, instead of an MeshRenderer, so I already tried the ‘as MeshRenderer’ at the end of the declaration line. I tried with and without. Also, I’ve read that in iOS, the ‘shortcut’ for GetComponent().enable could give problems, but separating them didn’t fix it either. Last but not least, yes, the colorStamps objects are tagged with the PathBlocks tag and the colorStamps GameObject[] is declared on top of the script. Plus, yeah, it does work in the editor, so it has to be something in the conversion to iOS?
What am I doing wrong?
Thanks for your help!

@elmidiachi, Use this instead.

for (int i = 0; i < colorStamps.Length; i++)
     {
         colorStamps*.gameObject.GetComponent<MeshRenderer>().enabled = true;*

}