I’m trying to let the user choose which seed the game will load as their level, but I can’t access the variable for some reason. What am I doing wrong??

public class SeedNumberScript : MonoBehaviour {

	 public string stringToEdit = "Enter A Seed Number";

	void OnGUI() {
		 stringToEdit = GUI.TextField(new Rect(10, 10, 200, 20), stringToEdit, 25);

		if(GUI.Button(new Rect(10,400,1200,100), "Enter The World"))
		{
				
				Application.LoadLevel("NewIdeas&Tests");
			}
		}
	}

Second Script

void Start () {

		SeedNumberScript.stringToEdit == Random.seed;

		for(int z = 0; z < GameHeight; z++)
			{
				for(int x = 0 ; x < GameWidth; x++)
				{
					float rnd = Random.value;
					if(rnd <0.25f)
					{
						Instantiate(TileOne, new Vector3(x,0,z), Quaternion.identity);
					}
					else if(rnd <0.5f)
					{
						Instantiate(TileTwo, new Vector3(x,0,z), Quaternion.identity);
					}
					else
					{
						Instantiate(TileThree, new Vector3(x,0,z), Quaternion.identity);
					}
				}
			}
		}
	}

I’m trying to access the String in the first scrip with the second script. I keep getting
Only assignment, call, increment, decrement, and new object expressions can be used as a statement

You need to use GetComponent.

GetComponent<SeedNumberScript>().stringToEdit....

First I dont see a reference declared to the other script.
try here for more information on that.

http://docs.unity3d.com/412/Documentation/ScriptReference/index.Accessing_Other_Components.html

but also make sure your doing the right call.

SeedNumberScript.stringToEdit == Random.seed;

the double == means check to see if this is THE SAME AS Random.Seed;

SeedNumberScript.stringToEdit = Random.seed;

This says SET .stringToEdit to Random.Seed;