I want to create an animation from an object sequence. I already achieved exactly what I needed with the "MeshAnimaton script" from bummzack: 

    using UnityEngine;
    using System.Collections;
    
    /**
     * Animate a mesh by cycling through different meshes.
     * @author bummzack
     */
    public class MeshAnimation : MonoBehaviour {
    	
    	public Mesh[] Meshes;
    	public bool Loop;
    	public float FrameDuration;
    	
    	private int _index;
    	private bool _playing;
    	private float _accumulator;
    	private MeshFilter _meshFilter;
    	
    	public void Start() 
    	{
    		_meshFilter = GetComponent<MeshFilter>();
    		_index = 0;
    	}
    	
    	public void Update()
    	{
    		if(!_playing){
    			return;
    		}
    	
    		_accumulator += Time.deltaTime;
    		
    		if(_accumulator >= FrameDuration){
    			_accumulator -= FrameDuration;
    			_index = (_index + 1) % Meshes.Length;
    			
    			if(_index == 0 && !Loop){
    				Stop();
    				return;
    			}
    			
    			_meshFilter.mesh = Meshes[_index];
    		}
    	}
    	
    	// play the animation
    	public void Play()
    	{
    		_playing = true;
    	}
    	
    	// stop the animation
    	public void Stop()
    	{
    		_playing = false;
    	}
    	
    	// restore the first frame
    	public void Reset()
    	{
    		_index = 0;
    		_accumulator = 0.0f;
    		_meshFilter.mesh = Meshes[_index];
    	}
    	
    	// Mouse down to toggle Stop/Play, just for testing
    	public void OnMouseDown()
    	{
    		if(_playing){
    			Stop();
    			Reset();
    		} else {
    			Play();
    		}
    	}
    }


That worked fine with an object sequence which consisted of 20 meshes. But now I have to do the same with sequences that consist of big amounts of objects. Is there a way to put an array of certain object names into the script instead of dragging each mesh file separately onto the script component? I would appreciate any kind of help.