title: Script doesn't seem to work correctly when compiled to android
body: <p>I have the problem in my game; when the player collides with an obstacle, the mesh of the player is checked against the obstacle's tag, if they match the player's mesh is changed. It works in the editor but not work after building to apk. As an aside, can I abbreviate the compare tag?</p>
  
  <p>Collision</p>
  
  <pre><code> public void OnTriggerEnter(Collider other)
  {
      if (Regex.IsMatch(other.gameObject.tag, "^(Cube|Sphere|Prism|[A-Z]) Instance$") == (other.CompareTag(playerMesh.mesh.name)))       //If player collides with an obstacle
      {
          //If the collided gameObject has the same mesh as the player
  
          for (int i = 0; i &lt; meshes.Length; i++)
          {
              if (meshes[i].name == other.transform.tag[0].ToString())
              {
                  Camera.main.GetComponent&lt;Animation&gt;().Play();
                  other.GetComponent&lt;AudioSource&gt;().Play();
                  StartCoroutine(Hit());
                  playerMesh.mesh = meshes[i + 1];       //Changes the player's mesh
                  indtX++;
                  Alphabetconfig();
              }
          }
          print("sarua");
          GameObject tempCollisionParticle = Instantiate(collisionParticle, transform.position, Quaternion.identity);     //Instantiates a collisionParticle to the player's position
          tempCollisionParticle.GetComponent&lt;Renderer&gt;().material.color = playerRen.material.color;       //Sets its color identical to the player's color
          Destroy(tempCollisionParticle, 1.2f);       //Destroys it after x seconds
      }
      else if (other.CompareTag("Token"))
      {
          gameIsOver = false;
          FindObjectOfType&lt;ScoreManager&gt;().IncrementToken();
          //token sound
          Destroy(Instantiate(tokenParticle, transform.position, Quaternion.identity), 1.2f);
          Destroy(other.gameObject);
      }
  
      else if (other.CompareTag("Health"))
      {
          gameIsOver = false;
          //healthsound
          stats.playerCurrenthealth++;
          if (stats.playerCurrenthealth &gt; stats.playerMaxhealth)
          {
              stats.playerCurrenthealth = stats.playerMaxhealth;
          }
          Destroy(other.gameObject);
      }
      else if (other.CompareTag("Book"))
      {
          gameIsOver = false;
          //healthsound
          StartCoroutine(ImmuneTime());
          Destroy(other.gameObject);
      }
      else if (other.CompareTag("Wrench"))
      {
          gameIsOver = false;
          //HealthSound
          stats.playerCurrenthealth++;
          if (stats.playerCurrenthealth &gt; stats.playerMaxhealth)
          {
              stats.playerCurrenthealth = stats.playerMaxhealth;
          }
          Destroy(other.gameObject);
      }
      else if (other.CompareTag("Pen"))
      {
          gameIsOver = false;
          //healthsound
          StartCoroutine(FlyTime());
          Destroy(other.gameObject);
      }
  
      else        //If the tags are different
      {
          stats.Immune = false;
          gameIsOver = false;
          stats.Damage(1);
          if (stats.playerCurrenthealth &lt; 0)
          {
              gameIsOver = true;      //Game is over
                                      //Plays 'deathSound'
              trailRen.enabled = playerRen.enabled = false;
              GetComponent&lt;Collider&gt;().enabled = false;
              FindObjectOfType&lt;GameManager&gt;().EndPanelActivation();
          }
  
          GameObject.FindGameObjectWithTag("MainCamera").GetComponent&lt;Camera&gt;();
          //FindObjectOfType&lt;ScoreManager&gt;().IncrementScore();      //Increments score
          //Plays Colides
  
      }
  
  }
  </code></pre>
  
  <p>I know the problem but I don't know how to fix it, it's like when I build to android the script reverse function, <code>if</code> become <code>else</code> and <code>else</code> become `if. I don't know what happens, it is from editor or maybe my script? </p>