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.