I'm trying to mimic `FindGameObjectsWithTag` with `FindGameObjectsWithName`. I know using tags is faster, but I'm trying create a way to search for objects I spawn with a child object I name on instantiation through the inspector.

My goal is create multiple enemy spawners. My current spawner has a drag and drop variable for enemy prefabs. It looks for enemies tagged "ReSpawn", then checks if that length is below a value, to start spawning more. I would like to upgrade my current single spawner to still check for enemies named "ReSpawn", but then check if those respawns have a child object a name specified in the editor. This way, I can set the enemy spawners anywhere (e.g. near water, tall grass, forests, etc), and when I defeat one, the specific spawner will instantiate one of its opponents for that area.

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Here is my code, so far:

 var ThisSpot:String;
 var Oppos : GameObject[];
 var OppoCount : GameObject[];
 
 var HowMany = 3;
 var spawnSizeArea = 25;
 
 function Start() {
 StartCoroutine ("Spawn");
 }
 
 function Update () {
 OppoCount = GameObject.FindGameObjectsWithTag("Respawn");
 // OppoCount = GameObject.FindWithName(ThisSpot); This is what I am trying to achieve
 
 if(OppoCount.length < HowMany) {
 StartCoroutine ("Spawn");
 }
 }
 
 function Spawn() {
 var length = Oppos.length-1;
 var index = Mathf.Round(length*UnityEngine.Random.value);
 curSpawn = Oppos[index];
 
 var xz = Random.insideUnitCircle * spawnSizeArea;
 var newPosition = Vector3(xz.x,0,xz.x)+transform.position;
 
 yield WaitForSeconds(Random.Range(70,120));
 
 Instantiate(curSpawn, newPosition, transform.rotation);
 
 // Then I could use these 2 lines of code below to use multiple spawners 
 //var newOp : GameObject = Instantiate(curSpawn, newPosition, transform.rotation);
 //newOp.transform.Find("fighter").gameObject.name=ThisSpot;
 
 StopCoroutine("Spawn");
 }