I'm using Blender for creating game assets. "Empty" objects are used as placeholders for various things related to game logic like sockets, ports, etc. "Empty" is always child of mesh to which belongs.
Empty objects are named as "SocketFront", "SocketBack" etc. Suffices like ".001" are fine.
What is not fine is when I add new socket and name it "SocketFront", other object in different scene named "SocketFront" gets renamed to "SocketFront.001", without any WARNING! These "accidental" renames are big problem, because game stores these names in data files and suddenly cannot find "SocketFront" on that model it used to be.
Is there any way to prevent Blender behaving in such way? I'd be okay with:
- Changing the name of current object automatically (ideal)
- Showing warning to me that such object already exists
- Automatically naming all child objects with parent object name as prefix