Can redundant naming break a model?

I’ve emailed the concerned parties as well, but need help ASAP.

I’m trying to convert some Floating Islands with PolyWorld but several of the seven islands aren’t converting properly. If I go one by one, the islands appear okay in the output folder, but once I begin converting others, the previous meshes disappear - becoming represented by the dreaded blue cube. I receive console error messages as well, as seen here:

Now, this is total noob speculation, but I fear that redundant labeling is the problem here. All of these islands consist of a top and a bottom mesh. Each of these meshes is randomly named a simple iteration of “top” or “Top1” or “bot” - but some of them share the exact same name. The islands containing two of the same names seem to be the ones that are breaking.

Can anyone make sense of the error messages in my screenshot and confirm it’s a naming issue? Again, I’ve contacted the authors of each asset, but if I can find a way to simply rename each of these meshes with a unique title, I can finally get some freaking work done. I thought I could simply rename the top and bottom parts of the exported prefabs (not sure what they’re called… children? The parts accessed by expanding the arrow beside the main prefab) but Unity will not allow me to edit the names.

Thanks so much!

Okay, as far as I can tell, I have confirmed this is a name issue.

Look to this screenshot:

Floating1 consists of a “bot” and a “top.” It will convert fine, as will floating2. BUT when I convert floating4, floating1 becomes broken. I assume this is because floating4 also contains a “bot” and a “top” - identically named - whereas floating2 has a “bot1” and “top1,” etc.

I have fully tested all of the seven island prefabs (many of which consist of two or three islands) and each time an island with a redundant name is converted, the previous island with the same top and bottom names become broken.

How can I rename the prefabs within the models so that ALL are unique?