title: List of Transforms editable from Inspector
body: <p>I'm working on Unity 5, and I need to create a list of transforms in order to modify them in the inspector (position and rotation) to emulate a different camera. This emulation is for a demo, like a camera moving on its own during the demo.</p>
  
  <p>I currently have a list of transforms, but I don't know how to make them modifiable in the inspector and change their position at runtime?</p>
  
  <p>Edit: 18/11/15</p>
  
  <p>Here is the solution that if find with a help of a friend of mine more aware of what really does unity, hope it will help you and thanks again for all your reply it helped me a lot :D :</p>
  
  <pre><code>using UnityEngine;
  using System.Collections;
  using System.Collections.Generic;
  
  public class MoveCamera : MonoBehaviourSingleton&lt;MoveCamera&gt;
  {
      public List&lt;Transform&gt; cameraPositions = new List&lt;Transform&gt;();
  
      private Transform m_Target;
      private float m_Speed;
      private bool m_Translate;
      private bool m_Rotate;
  
      public void SwitchToNext(int index, float speed)
      {
          m_Target = cameraPositions[index];
          m_Translate = true;
          m_Rotate = true;
      }
  
      public void Update()
      {
          if (m_Target != null &amp;&amp; (m_Translate || m_Rotate))
          {
              float ratio = Time.deltaTime * m_Speed;
              transform.position = Vector3.Lerp(transform.position, m_Target.position, ratio);
              transform.rotation = Quaternion.Slerp(transform.rotation, m_Target.rotation, ratio);
  
              if (Vector3.Distance(transform.position, m_Target.position) &lt; 0.001f)
              {
                  transform.position = m_Target.position;
                  m_Translate = false;
              }
              if (Quaternion.Angle(transform.rotation, m_Target.rotation) &lt; 0.001f)
              {
                  transform.rotation = m_Target.rotation;
                  m_Rotate = false;
              }
          }
      }
  }
  </code></pre>