I'm working on a 3D first person shooter. The player has a force shield that can be activated by user key press. Enemies shoot at player and if force shield is active, bullets are destroyed. There are also super enemies that shoot super bullets that are able to pierce the force shield. This is a perfect opportunity to use Physics.IgnoreCollider (from an early post). I instantiate my bullet prefab and I need to set it to ignore a particular collider. IgnoreCollider requires two collider references. Obviously I can get the reference to the bullet, but the other is the force shield, that is not active, or may not be active. How can I get a reference to the force shield collider when it is not active? I'm getting a null reference error.