Greater than or equal to Vector3

Okay so basically i want to check if one Vector3 is greater or equal to another vector3
Heres my script where I would like to check if transform.position is greater or equal to DesinationSpot. How would i go about doing this??
using UnityEngine;
using System.Collections;

public class RigidbodyMovePlatform : MonoBehaviour {
	
	public Vector3 DestinationSpot;
	public Vector3 OriginSpot;
	public Vector3 speed = new Vector3(3, 0, 0);
	public Vector3 speedBack = new Vector3(-3, 0, 0);
	public bool Switch = false;

	void FixedUpdate () {
//Here I wanna check if transform.position is greater than or equal to DestinationSpot
		if(transform.position == DestinationSpot){
			Switch = true;
		}
//Here I wanna check if transform.position is less than or equal to OriginSpot
		if(transform.position == OriginSpot){
			Switch = false;
		}
		if (Switch == true) {
			rigidbody.MovePosition(rigidbody.position + speedBack * Time.deltaTime);		
		}
		else{
			rigidbody.MovePosition(rigidbody.position + speed * Time.deltaTime);
		}
	}
}

I know others have asked simular questions but i havent been able to get a good answer atleast not one in C#.

Directly comparing two Vector3 is not the way to go.

instead you should compare the distance to some value - like this;

public class RigidbodyMovePlatform : MonoBehaviour {
 
    public Vector3 DestinationSpot;
    public Vector3 OriginSpot;
    public Vector3 speed = new Vector3(3, 0, 0);
    public Vector3 speedBack = new Vector3(-3, 0, 0);
    public bool Switch = false;
 
    void FixedUpdate () {
//Here I wanna check if transform.position is greater than or equal to DestinationSpot
       if(Vector3.Distance(transform.position, DestinationSpot) < 1.0f /* within 1 meter radius */){
         Switch = true;
       }
//Here I wanna check if transform.position is less than or equal to OriginSpot
       if(Vector3.Distance(transform.position, OriginSpot) < 1.0f /* within 1 meter radius */){
         Switch = false;
       }
       if (Switch == true) {
         rigidbody.MovePosition(rigidbody.position + speedBack * Time.deltaTime);     
       }
       else{
         rigidbody.MovePosition(rigidbody.position + speed * Time.deltaTime);
       }
    }
}