How can it be that i can create same object name many times in the unity editor ?

In the regular situation if i make in the menu GameObject > 3d Object > Plane
It will add first time object name Plane then next time Plane (1) then Plane (2) then Plane (3) and so on.

But i made a script and put the script in the hard disk in the directories: C:\Users\Me\Documents\Unity Projects\The Spaceship Quest\Assets\Editor

I called the script file name: CreatePlane.cs
Now in the unity editor menu i can click on: GameObject > Create Other > Custom Plane…
When i select Custom Plane… i have a small window i can change some parameters and then i click on the Create button.

And it’s adding to the Hierarchy another new Plane and it’s name is Plane.
I can add this way many Planes and each one name is Plane not Plane (1) Plane (2)…Just Plane.

You can see in the screenshot i have in the Hierarchy: Plane and Plane (1) those from the original unity menu: GameObject > 3D Object > Plane

And i also have in the bottom: Plane Plane Plane this 3 planes are from the GameObject > Create Other > Custom Plane…

So first how can i make that when i create the Custom Plane… it will give it also name with numbers like (1) and (2) according to if Plane/s objects already exists in the Hierarchy ?

Screenshot:

The script:

using UnityEngine;
using UnityEditor;
using System.Collections;


public class CreatePlane : ScriptableWizard
{

    public enum Orientation
    {
        Horizontal,
        Vertical
    }

    public enum AnchorPoint
    {
        TopLeft,
        TopHalf,
        TopRight,
        RightHalf,
        BottomRight,
        BottomHalf,
        BottomLeft,
        LeftHalf,
        Center
    }

    public int widthSegments = 1;
    public int lengthSegments = 1;
    public float width = 1.0f;
    public float length = 1.0f;
    public Orientation orientation = Orientation.Horizontal;
    public AnchorPoint anchor = AnchorPoint.Center;
    public bool addCollider = false;
    public bool createAtOrigin = true;
    public bool twoSided = false;
    public string optionalName;

    static Camera cam;
    static Camera lastUsedCam;


    [MenuItem("GameObject/Create Other/Custom Plane...")]
    static void CreateWizard()
    {
        cam = Camera.current;
        // Hack because camera.current doesn't return editor camera if scene view doesn't have focus
        if (!cam)
            cam = lastUsedCam;
        else
            lastUsedCam = cam;
        ScriptableWizard.DisplayWizard("Create Plane",typeof(CreatePlane));
    }


    void OnWizardUpdate()
    {
        widthSegments = Mathf.Clamp(widthSegments, 1, 254);
        lengthSegments = Mathf.Clamp(lengthSegments, 1, 254);
    }


    void OnWizardCreate()
    {
        GameObject plane = new GameObject();

        if (!string.IsNullOrEmpty(optionalName))
            plane.name = optionalName;
        else
            plane.name = "Plane";

        if (!createAtOrigin && cam)
            plane.transform.position = cam.transform.position + cam.transform.forward*5.0f;
        else
            plane.transform.position = Vector3.zero;

        Vector2 anchorOffset;
        string anchorId;
        switch (anchor)
        {
        case AnchorPoint.TopLeft:
            anchorOffset = new Vector2(-width/2.0f,length/2.0f);
            anchorId = "TL";
            break;
        case AnchorPoint.TopHalf:
            anchorOffset = new Vector2(0.0f,length/2.0f);
            anchorId = "TH";
            break;
        case AnchorPoint.TopRight:
            anchorOffset = new Vector2(width/2.0f,length/2.0f);
            anchorId = "TR";
            break;
        case AnchorPoint.RightHalf:
            anchorOffset = new Vector2(width/2.0f,0.0f);
            anchorId = "RH";
            break;
        case AnchorPoint.BottomRight:
            anchorOffset = new Vector2(width/2.0f,-length/2.0f);
            anchorId = "BR";
            break;
        case AnchorPoint.BottomHalf:
            anchorOffset = new Vector2(0.0f,-length/2.0f);
            anchorId = "BH";
            break;
        case AnchorPoint.BottomLeft:
            anchorOffset = new Vector2(-width/2.0f,-length/2.0f);
            anchorId = "BL";
            break;          
        case AnchorPoint.LeftHalf:
            anchorOffset = new Vector2(-width/2.0f,0.0f);
            anchorId = "LH";
            break;          
        case AnchorPoint.Center:
        default:
            anchorOffset = Vector2.zero;
            anchorId = "C";
            break;
        }

        MeshFilter meshFilter = (MeshFilter)plane.AddComponent(typeof(MeshFilter));
        plane.AddComponent(typeof(MeshRenderer));

        string planeAssetName = plane.name + widthSegments + "x" + lengthSegments + "W" + width + "L" + length + (orientation == Orientation.Horizontal? "H" : "V") + anchorId + ".asset";
        Mesh m = (Mesh)AssetDatabase.LoadAssetAtPath("Assets/Editor/" + planeAssetName,typeof(Mesh));

        if (m == null)
        {
            m = new Mesh();
            m.name = plane.name;

            int hCount2 = widthSegments+1;
            int vCount2 = lengthSegments+1;
            int numTriangles = widthSegments * lengthSegments * 6;
            if (twoSided) {
                numTriangles *= 2;
            }
            int numVertices = hCount2 * vCount2;

            Vector3[] vertices = new Vector3[numVertices];
            Vector2[] uvs = new Vector2[numVertices];
            int[] triangles = new int[numTriangles];
            Vector4[] tangents = new Vector4[numVertices];
            Vector4 tangent = new Vector4(1f, 0f, 0f, -1f);

            int index = 0;
            float uvFactorX = 1.0f/widthSegments;
            float uvFactorY = 1.0f/lengthSegments;
            float scaleX = width/widthSegments;
            float scaleY = length/lengthSegments;
            for (float y = 0.0f; y < vCount2; y++)
            {
                for (float x = 0.0f; x < hCount2; x++)
                {
                    if (orientation == Orientation.Horizontal)
                    {
                        vertices[index] = new Vector3(x*scaleX - width/2f - anchorOffset.x, 0.0f, y*scaleY - length/2f - anchorOffset.y);
                    }
                    else
                    {
                        vertices[index] = new Vector3(x*scaleX - width/2f - anchorOffset.x, y*scaleY - length/2f - anchorOffset.y, 0.0f);
                    }
                    tangents[index] = tangent;
                    uvs[index++] = new Vector2(x*uvFactorX, y*uvFactorY);
                }
            }

            index = 0;
            for (int y = 0; y < lengthSegments; y++)
            {
                for (int x = 0; x < widthSegments; x++)
                {
                    triangles[index]   = (y     * hCount2) + x;
                    triangles[index+1] = ((y+1) * hCount2) + x;
                    triangles[index+2] = (y     * hCount2) + x + 1;

                    triangles[index+3] = ((y+1) * hCount2) + x;
                    triangles[index+4] = ((y+1) * hCount2) + x + 1;
                    triangles[index+5] = (y     * hCount2) + x + 1;
                    index += 6;
                }
                if (twoSided) {
                    // Same tri vertices with order reversed, so normals point in the opposite direction
                    for (int x = 0; x < widthSegments; x++)
                    {
                        triangles[index]   = (y     * hCount2) + x;
                        triangles[index+1] = (y     * hCount2) + x + 1;
                        triangles[index+2] = ((y+1) * hCount2) + x;

                        triangles[index+3] = ((y+1) * hCount2) + x;
                        triangles[index+4] = (y     * hCount2) + x + 1;
                        triangles[index+5] = ((y+1) * hCount2) + x + 1;
                        index += 6;
                    }
                }
            }

            m.vertices = vertices;
            m.uv = uvs;
            m.triangles = triangles;
            m.tangents = tangents;
            m.RecalculateNormals();

            AssetDatabase.CreateAsset(m, "Assets/Editor/" + planeAssetName);
            AssetDatabase.SaveAssets();
        }

        meshFilter.sharedMesh = m;
        m.RecalculateBounds();

        if (addCollider)
            plane.AddComponent(typeof(BoxCollider));

        Selection.activeObject = plane;
    }
}

Names are arbitrary, you can have multiple objects with the same name, it’s not a problem.

If you want it though, you can just store an int, and increment it every time you add a plane, giving you a index to stick on the end of the name.

Or, you can find all GameObjects that start with the name ‘Plane’, get the count of them, increment that by 1, and you have a new index.

This latter case can be done by getting all GameObjects, looping over them, and querying their name:

int cnt = (from g in UnityEngine.Object.FindObjectsOfType<GameObject>() where g.name.StartsWith("Plane") select g).Count();
cnt += 1;
var newPlane = new GameObject("Plane (" + i.ToString() + ")");

Note, this requires you to include “using System.Linq;” at the top of the script.

(note - untested code slapped together here in the browser… may have typos)

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