Glue object to another object's joint

I’m having some troubles following examples I’ve found regarding gluing an object to another’s joint. I understand I should be able to able to access say, a game object attached to the joint. Or even use the joints’ transforms. But I’m not able to find the individual components when I choose a GameObject variable. Only the prefab (not its components) shows up along with the other objects in my scene.

Am I not able to do this with a prefab? I understand I can put it underneath so the joint could be the parent of the object but I’m hoping to be able to use code to control it like this:

var object : GameObject;
if (regularMovement == true) {
regularWalkFunction()
} else {
transform.position = object.jointName.position (what I imagine it might look like)
}

Does anyone know how to get info on a joint within a prefab?

Maybe its just my character models but in yours arent joints GameObjects?

Dont know if this would help you but this is a script I use to “Glue” weapons to my character’s hand joint, its in C#

using UnityEngine;
using System.Collections;


[AddComponentMenu("Rayco's scripts/Weapon placement")]
public class Weaponparenting : MonoBehaviour {
	//This is to select the hand Joint
public GameObject HandBone;
	//Objects offsets
	public Vector3 RotationOffset;
	public Vector3 PositionOffset;
	
	// Use this for initialization
	void Start () {
	transform.localEulerAngles = RotationOffset;
	transform.position = HandBone.transform.position;
	transform.parent = HandBone.transform;
	transform.localPosition = PositionOffset;
	}
	
}

Thanks. Ultimately what ended up for me working was plugging the object in that I wanted, then to access the joint I used Find() like so:

var character : GameObject;

function OnTriggerEnter(other : Collider) {
    if (other.tag == 'aaa') {
        print(other.Find('joint1').transform.position);
    }
}