# probePositions

> Editor only function to access and modify probe positions.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public Vector3[] probePositions { get; set; }
```

### Remarks

Probe positions are specified in local space relative to the parent object.

At runtime this function will return an empty Vector3 array and setting it will have no effect.

### Examples

```csharp
using UnityEngine;
using UnityEditor;

public class ExampleScript : EditorWindow
{
    private LightProbeGroup lightProbes = null;

    [MenuItem("Example/Set Probe Positions")]
    static void Init()
    {
        var window = GetWindowWithRect<ExampleScript>(new Rect(0, 0, 350, 50));
        window.Show();
    }

    void OnGUI()
    {
        lightProbes = (LightProbeGroup)EditorGUILayout.ObjectField(
            "Find Dependency",     // string
            lightProbes,       // Object
            typeof(LightProbeGroup),     // Type
            true);

        if (lightProbes)
        {
            if (GUILayout.Button("Set Probe Positions"))
            {
                Vector3[] positions = new Vector3[4];
                positions[0] = new Vector3(0.0f, 0.0f, 0.0f);
                positions[1] = new Vector3(1.0f, 0.0f, 0.0f);
                positions[2] = new Vector3(0.0f, 1.0f, 0.0f);
                positions[3] = new Vector3(1.0f, 1.0f, 1.0f);
                lightProbes.probePositions = positions;
            }
        }
        else
        {
            EditorGUILayout.LabelField("Missing:", "Please select an object first!");
        }
    }
}
```
