Cant find text objects after being renamed.

Hello

So i had these two scripts working until i figured out each object has to have a different name for the ObjectTextDisplay script to work correctly. SO i updated the randomize script to give unique names to each object that is created. Now when it comes to updating the ObjectDisplayText script i am gettin errors because the name that the object was initially created with no longer exists. In the Randomize script you can see how they are renamed. My problem starts on line 24 of the ObjectDisplayText script.

ObjText = GameObject.Find (“ObjectText”).GetComponent ();

should be somthing like this
x being the number of the object in its parented hierarchy

ObjText = GameObject.Find (gameObject.name + “_Obj” + x + “_ObjectText”).GetComponent ();
ObjText2 = GameObject.Find (gameObject.name + “_Obj” + x + “_ObjectText2”).GetComponent ();

Can anyone shed some light on the subject.
I hope thats not to convoluted.

Randomize Objects File

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;

public class RandomizeObj : MonoBehaviour {
	public List<Transform> ObjList = new List<Transform>();
	//public Transform obj;
	public Vector3 postiion;
	public GameObject objspawned;
	public int totalobjs;
	private int ObjNum;
	public float ObjectsetWidth;
	public float ObjectsetLength;
	public float respawntime = 3600.0f;
	public float respawn = 3600.0f;
	private Text ObjText;
	private Text ObjText2;

	//respawn object if destryed after 60minutes - 3600 Seconds - 3600000.0f milliseconds


	void Start () {

		int spawned = 0;

		while (spawned < totalobjs) {
			Vector3 position = new Vector3 (transform.position.x + Random.value * ObjectsetWidth, transform.position.y, transform.position.z + Random.value * ObjectsetLength);

			RaycastHit hit = new RaycastHit ();

			if (Physics.Raycast (position, Vector3.down, out hit)) {
				ObjNum = Random.Range (0,ObjList.Count);
				if ((hit.collider.gameObject.tag != "Tree") && (hit.collider.gameObject.tag != "Stone") && (hit.collider.gameObject.tag != "Bush") && (hit.collider.gameObject.tag == "Roads") && (hit.collider.gameObject.tag != "Debris") && (hit.collider.gameObject.tag != "Pickup")) {

					Transform newObj = (Transform)Instantiate (ObjList[ObjNum], hit.point, Quaternion.identity);
					newObj.transform.SetParent (transform);

					newObj.name = gameObject.name + "_Obj" + spawned;
					ObjText = GameObject.Find ("ObjectText").GetComponent<Text> ();
					ObjText2 = GameObject.Find ("ObjectText2").GetComponent<Text> ();

					ObjText.name = gameObject.name  + "_Obj" + spawned  + "_ObjectText";
					ObjText2.name = gameObject.name  + "_Obj" + spawned + "_ObjectText2";

				} else {
					while ((hit.collider.gameObject.tag == "Tree") && (hit.collider.gameObject.tag == "Stone") && (hit.collider.gameObject.tag == "Bush") && (hit.collider.gameObject.tag == "Roads") && (hit.collider.gameObject.tag == "Debris") && (hit.collider.gameObject.tag == "Pickup")) {
						position = new Vector3 (transform.position.x + Random.value * ObjectsetWidth, transform.position.y, transform.position.z + Random.value * ObjectsetLength);

						hit = new RaycastHit ();
					}
					if (Physics.Raycast (position, Vector3.down, out hit)) {
						Transform newObj = (Transform)Instantiate (ObjList[ObjNum], hit.point, Quaternion.identity);
						newObj.transform.SetParent (transform);

						newObj.name = gameObject.name + "_Obj" + spawned;

						ObjText = GameObject.Find ("ObjectText").GetComponent<Text> ();
						ObjText2 = GameObject.Find ("ObjectText2").GetComponent<Text> ();
					
						ObjText.name = gameObject.name  + "_Obj" + spawned + "_ObjectText";
						ObjText2.name = gameObject.name  + "_Obj" + spawned + "_ObjectText2";

						//Debug.Log (hit.collider.gameObject.tag + " " + newObj.name + " Landed on top of object");
					}
				

				}

			}
			spawned++;
		}



	}
	void Update() {
		respawntime -= Time.deltaTime;
		if (respawntime < 0) {
			CheckForObjs ();
		}
	}
	void CheckForObjs() {
		int i = 0;
		while (i < totalobjs) {



			if (objspawned == null) {
				Vector3 position = new Vector3 (transform.position.x + Random.value * ObjectsetWidth, transform.position.y, transform.position.z + Random.value * ObjectsetLength);
				ObjNum = Random.Range (1,ObjList.Count);
				objspawned = GameObject.Find(gameObject.name + "_Obj" + i);
				RaycastHit hit = new RaycastHit ();
				if (Physics.Raycast (position, Vector3.down, out hit)) {
					Transform newObj = (Transform)Instantiate (ObjList[ObjNum], hit.point, Quaternion.identity);
					newObj.transform.SetParent (transform);

					newObj.name = gameObject.name + "_Obj" + i;
					Debug.Log ("Not Found Object at " + i);
				} 
			}

			i++;
		}
		respawntime = respawn;

	}
}

Object Text Display Script

using UnityEngine;
using UnityEngine.UI;

using System.Collections;


public class ObjectTextDisplay : MonoBehaviour {

	public string ObjString;
	public string ObjString2;
	public Text ObjText;
	public Text ObjText2;
	public float fadeTime;
	public float fadeTime2;
	public bool displayInfo;
	public Vector3 objfwd;
	int rayLength = 3;
	// Use this for initialization
	void Start () {
		



		ObjText = GameObject.Find ("ObjectText").GetComponent<Text> ();
		ObjText.color = Color.clear;
		ObjText2 = GameObject.Find ("ObjectText2").GetComponent<Text> ();
		ObjText2.color = Color.clear;
		displayInfo = false;
	}
	
	// Update is called once per frame

	void  Update (){
		

			FadeText ();

		if(Input.GetKeyDown (KeyCode.Escape)){

			Screen.lockCursor = false;

		}
	}


	void FadeText() {
		

		if (displayInfo) {
			ObjText.text = ObjString;
			ObjText.color = Color.Lerp (ObjText.color, Color.white, fadeTime * Time.deltaTime);
			ObjText2.text = ObjString2;
			ObjText2.color = Color.Lerp (ObjText.color, Color.white, fadeTime2 * Time.deltaTime);

		} else {
			
			StartCoroutine (ObjCoroutine());
		}


	}
	IEnumerator ObjCoroutine()
	{
		//This is a coroutine


		yield return new WaitForSeconds (20f);    //Wait one frame

	

			ObjText.color = Color.Lerp (ObjText.color, Color.clear, fadeTime * Time.deltaTime);
			ObjText2.color = Color.Lerp (ObjText.color, Color.clear, fadeTime2 * Time.deltaTime);
	
		displayInfo = false;

	}
}

Got it!.. Answered my own question… XD only took 3 hours

ObjText = GameObject.Find (gameObject.transform.GetChild(0).GetChild(0).gameObject.name).GetComponent<Text> ();
		ObjText.color = Color.clear;
		ObjText2 = GameObject.Find (gameObject.transform.GetChild(0).GetChild(1).gameObject.name).GetComponent<Text> ();
		ObjText2.color = Color.clear;