AutoGenerated UUID In Editor

I’m sharing the same map prefab between client and server, in this prefab there are a number of ‘interactables’. When the player wishes to interact with one of them, i’m going to use a uuid assigned to that interactable to make the server request.

Currently, each time I drop the script on a target mesh, i’m keeping track of and manually assigning the next available uuid.

Is there a way to request and persist an autogenerated uuid?

I store them as a string:

    var myId = Guid.NewGuid().ToString();