public static void RefreshObjectMeshPairs(GameObject forObject)
        {
            //PolyFew Doesn't show up for multiple objects so don't do anything
            if (UtilityServices.dataContainer == null)
            {
                return;
            }
            //if (Selection.gameObjects != null && Selection.gameObjects.Length > 1) { return; }
            //forObject = Selection.activeGameObject;

            if (forObject == null)
            {
                return;
            }

            UtilityServices.dataContainer.objectMeshPairs = UtilityServices.GetObjectMeshPairs(forObject, true, true);
            UtilityServices.dataContainer.triangleCount   = UtilityServices.CountTriangles(UtilityServices.dataContainer.reduceDeep, UtilityServices.dataContainer.objectMeshPairs, forObject);

            DataContainer.UndoRedoOps ops;
            bool found = UtilityServices.dataContainer.objectsHistory.TryGetValue(forObject, out ops);

            // Delete the Undo Redo history as they contain older meshes and have become invalid
            if (found)
            {
                UtilityServices.dataContainer.objectsHistory.Remove(forObject);
            }
        }
        public static void ResetToInitialState()
        {
            //PolyFew Doesn't show up for multiple objects so don't do anything
            if (UtilityServices.dataContainer == null)
            {
                return;
            }
            //if (Selection.gameObjects != null && Selection.gameObjects.Length > 1) { return; }
            //if (Selection.activeGameObject == null) { return; }

            UtilityServices.RestoreMeshesFromPairs(UtilityServices.dataContainer.objectMeshPairs);
            UtilityServices.dataContainer.reductionPending  = false;
            UtilityServices.dataContainer.reductionStrength = 0;

            if (Selection.activeGameObject != null)
            {
                UtilityServices.dataContainer.triangleCount = UtilityServices.CountTriangles(UtilityServices.dataContainer.reduceDeep, UtilityServices.dataContainer.objectMeshPairs, Selection.activeGameObject);
            }
        }