It's not that I have a problem. I'm wanting to use some of the different UnitySteer scripts in-game and change the Target on the fly whenever I need to. I know how to make all the UnitySteer pieces work together and I'm trying to avoid creating a bunch of C# scripts to "talk" to it. I'm only trying to influence the "public" variables that can be set in the inspector because I want to change them "in-game" based on outcomes. For instance, if a target dies, I want to set a new target OR if there are no targets then I'm going to turn off that script via playmaker (enable behavior).
There's a ton of UnitySteer scripts that I might want to access in this manner in the SteerFor (Target, Tether - uses vector3, cohesion, alignment, separation, evasion, pursuit, and so on). Each might have a slight variance (like Tether uses Vector3s instead of a gameobject). All the "Targets" are actually "Transforms" so you have to convert to/from a FSMGameObject.
Make sense?