how can i add another scripts functionality to a button on another script?

i have 23 public vector3’s

		public Vector3 vertice0 = new Vector3(-1,1,1); 
		public Vector3 vertice1 = new Vector3(1,1,1); 
		public Vector3 vertice2 = new Vector3(-1,-1,1); 
		public Vector3 vertice3 = new Vector3(1,-1,1); 
		//back face
		public Vector3 vertice4 = new Vector3(1,1,-1); 
		public Vector3 vertice5 = new Vector3(-1,1,-1); 
		public Vector3 vertice6 = new Vector3(1,-1,-1); 
		public Vector3 vertice7 = new Vector3(-1,-1,-1); 
		//left face
		public Vector3 vertice8 = new Vector3(-1,1,-1);
		public Vector3 vertice9 = new Vector3(-1,1,1);
		public Vector3 vertice10 = new Vector3(-1,-1,-1);
		public Vector3 vertice11 = new Vector3(-1,-1,1);
		//right face
		public Vector3 vertice12 = new Vector3(1,1,1);
		public Vector3 vertice13 = new Vector3(1,1,-1);
		public Vector3 vertice14 = new Vector3(1,-1,1);
		public Vector3 vertice15 = new Vector3(1,-1,-1);
		//top face
		public Vector3 vertice16 = new Vector3(-1,1,-1);
		public Vector3 vertice17 = new Vector3(1,1,-1);
		public Vector3 vertice18 = new Vector3(-1,1,1);
		public Vector3 vertice19 = new Vector3(1,1,1);
		//bottom face
		public Vector3 vertice20 = new Vector3(-1,-1,1);
		public Vector3 vertice21 = new Vector3(1,-1,1);
		public Vector3 vertice22 = new Vector3(-1,-1,-1);
		public Vector3 vertice23 = new Vector3(1,-1,-1);

i tried turning it into a separate class but my array that utilizes the vertice0, vertice1 etc… could not acquire the vector3’s. i than tried {get ; set;} on the tail end but i received an error of unexpected symbol";" for the first three public variables. so now I’m thinking that since i want to access these variables in multiple scripts that i should place them in a separate resource file. my goal is i have a gameFuntionality script which loads my UI which are gameobjects in the game to display the menus and buttons etc… one of those buttons im trying to connect to my meshbuilder script so when it clicks it spawns the cube.
atm i don’t have the game objects i just have two buttons. one of those buttons was to test my lvling up
the other is to spawn the cube. as you can see i have no pointers or loading of meshbuilder .cs thats becuase no mater which way i did it making a game prefab with my script and instantiating it or trying to do a call meshbuilder cubeBuild = new meshbuilder; cubeBuild.CubeMe(); or doing a resource load for the file in awake still resulted in null results some most of the time i would get “null exception reference” . nothing occurred when i clicked the button. this is the main reference ive been going back to though when i use it i dont get any errors in vim but in unity i get the null reference exception to line 69 of gameFunctionality.cs i have tried another method of removing monobehavior but than the whole script breaks.

meshbuilder.cs

using UnityEngine;
using System.Collections;
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(MeshFilter))]
public class meshbuilder : MonoBehaviour
{   
	//GameObject Cube = new GameObject();
	//public Material Red = Resources.Load("Red",typeof(Material)) as Material;
	        //front face
		public Vector3 vertice0 = new Vector3(-1,1,1); //Left Top Front vertice 0	             lft  0
		public Vector3 vertice1 = new Vector3(1,1,1); //right top front vertice 1                rtf  1
		public Vector3 vertice2 = new Vector3(-1,-1,1); //left bottom front vertice 2            lbmf 2
		public Vector3 vertice3 = new Vector3(1,-1,1); //right bottom front vertice 3            rbmf 3
		//back face
		public Vector3 vertice4 = new Vector3(1,1,-1); //right top back vertice 4                rtb  4
		public Vector3 vertice5 = new Vector3(-1,1,-1); //left top back vertice 5                ltb  5
		public Vector3 vertice6 = new Vector3(1,-1,-1); //right bottom back vertice 6            rbmb 6
		public Vector3 vertice7 = new Vector3(-1,-1,-1); //left bottom back vertice 7            lbmb 7
		//left face
		public Vector3 vertice8 = new Vector3(-1,1,-1);//left top back vertice 8                 ltb 5
		public Vector3 vertice9 = new Vector3(-1,1,1);//left top front vertice 9                 lft 0
		public Vector3 vertice10 = new Vector3(-1,-1,-1);//left bottom back vertice 10           lbmb7
		public Vector3 vertice11 = new Vector3(-1,-1,1);//left bottom front vertice 11           lbmf
		//right face
		public Vector3 vertice12 = new Vector3(1,1,1);//right top front vertice 12               rtf
		public Vector3 vertice13 = new Vector3(1,1,-1);//right top back vertice 13               rtb
		public Vector3 vertice14 = new Vector3(1,-1,1);//right bottom front vertice 14           rbmf
		public Vector3 vertice15 = new Vector3(1,-1,-1);//right bottom back vertice 15           rbmb
		//top face
		public Vector3 vertice16 = new Vector3(-1,1,-1);//left top back vertice 16               ltb
		public Vector3 vertice17 = new Vector3(1,1,-1);//right top back vertice 17               rtb
		public Vector3 vertice18 = new Vector3(-1,1,1);//left top front vertice 18               lft
		public Vector3 vertice19 = new Vector3(1,1,1);//right top front vertice 19               rtf
		//bottom face
		public Vector3 vertice20 = new Vector3(-1,-1,1);//left bottom front vertice 20           lbmf
		public Vector3 vertice21 = new Vector3(1,-1,1);//right bottom front vertice 21           rbmf
		public Vector3 vertice22 = new Vector3(-1,-1,-1);//left bottom back vertice 22           lbmb
		public Vector3 vertice23 = new Vector3(1,-1,-1);//right bottom back vertice 23           rbmb


	

	// mesh building properties	
	public void CubeMe()
	{
		MeshFilter Filtration = GetComponent<MeshFilter>();
		Mesh CubeMorph = Filtration.mesh;
		GetComponent<MeshRenderer>().material = Resources.Load("Red",typeof(Material)) as Material;
	
		//VerticesArray
		Vector3[] VertArray = new Vector3[]
		{
			//Front  Face
			vertice0,//0
			vertice1,//1
			vertice2,//2
			vertice3,//3
			//back face
			vertice4,//4
			vertice5,//5
			vertice6,//6
			vertice7,//7
			//left face
			vertice8,//8
			vertice9,//9
			vertice10,//10
			vertice11,//11
			//right face
			vertice12,//12
			vertice13,//13
			vertice14,//14
			vertice15,//15
			//top face
			vertice16,//16
			vertice17,//17
			vertice18,//18
			vertice19,//19
			//bottom face
			vertice20,//20
			vertice21,//21
			vertice22,//22
			vertice23//23
		};

		//triangles array clockwise points equals visablity
		int[] triArray = new int[]
		{
			//front face
			0,2,3,
			3,1,0,

			//back face
			4,6,7,
			7,5,4,

			//left face
			8,10,11,
			11,9,8,

			//right face
			12,14,15,
			15,13,12,

			//top face
			16,18,19,
			19,17,16 ,

			//bottom face
			20,22,23,
			23,21,20
		};

		//uvs
		Vector2[] uvs = new Vector2[]
		{
			//front face
			new Vector2(0,1),
			new Vector2(0,0),
			new Vector2(1,1),
			new Vector2(1,0),
			//back face
			new Vector2(0,1),
			new Vector2(0,0),
			new Vector2(1,1),
			new Vector2(1,0),
			//left face
			new Vector2(0,1),
			new Vector2(0,0),
			new Vector2(1,1),
			new Vector2(1,0),
			//right face
			new Vector2(0,1),
			new Vector2(0,0),
			new Vector2(1,1),
			new Vector2(1,0),
			//top face
			new Vector2(0,1),
			new Vector2(0,0),
			new Vector2(1,1),
			new Vector2(1,0),
			//bottom face
			new Vector2(0,1),
			new Vector2(0,0),
			new Vector2(1,1),
			new Vector2(1,0)
		};
		CubeMorph.Clear();
		CubeMorph.vertices = VertArray;
		CubeMorph.triangles = triArray;
		CubeMorph.uv = uvs;
		CubeMorph.Optimize();
		CubeMorph.RecalculateNormals();

	}
	void awake ()
	{
		CubeMe ();
	}
	 void start()
	{
		awake ();
	}


	
	// Update is called once per frame
	void Update () 
	{
		start ();
	}

gameFunctionality.cs

    using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Runtime;
using System;
using UnityEngine.UI;
using UnityEngine.EventSystems;

[RequireComponent()]
public class gameFunctionality : MonoBehaviour 
{
	public float Xp = 0f; // experience points used in lvl up, enemy and player scripts, items
	public float XpToNxtLvl = 0f; // player and item equation to determin amount of points required for lvling up
	public float Health = 100f; // a stat for the player
	public float StatPoints = 0f; // number of points to allocate into stats for items and player
	public float Level = 1f; // current lvl of item or character
	public Texture2D button; // texture of a button

	//onclick event for button
	public void OnMouseDown()
	{
		Xp += 1000000000;
		print("+10Xp");
	}
	//onclickRelease event for button
	public void OnMouseUp()
	{
		XpGain ();
		if(Xp >= XpToNxtLvl)
		{
			print("Level Up!");
		}
	}
	//function to acquire meshbuilder script
	void build ()
	{		 


	}
	//  not sure if this is needed but possible use in future probaly could just combine it with nxtLvl function
	void XpGain()
	{
		if( Xp >= XpToNxtLvl)
		{
			NextLvl();
		}
	}
	//acquiring xp
	void XpToLvl()
	{
		XpToNxtLvl = ((1+Mathf.Pow(Mathf.Sqrt(5f),Level)) - (1f-(Mathf.Pow(Mathf.Sqrt(5f),Level)))) /(Mathf.Pow(2,Level)*Mathf.Sqrt(5f));
	}
	//  LevelUP!
	void NextLvl()
	{
		Xp -= Xp;
		Health += 50;
		StatPoints += 10;
		Level += 1;
	}
	//  Button and other user interface things
	void OnGUI()
	{  
			if(GUI.Button(new Rect(0,0,100,20),"Cube Me!"))
			{
				CubeMe ();
			}

		if (GUI.Button (new Rect (10, 70, 100, 20), "Click")) 
		{
			OnMouseDown ();
			OnMouseUp ();
		}
	}
	//intializes before start
	public void awake()
	{

	}
	// Use this for initialization	
	void Start () 
	{	

	}
	// Update is called once per frame
	void Update () 
	{
		XpToLvl();
	}
}

From quick look, it is hard to tell what you want. You should rephrase the paragraph and get rid of the unneeded information. Just include what you have, what you want to happen, and the errors that occurred. As I said, it’s hard to tell what isn’t working but I’m guessing it’s this section of the code:

 void OnGUI()
 {  
         if(GUI.Button(new Rect(0,0,100,20),"Cube Me!"))
         {
             CubeMe ();
         }
 
     if (GUI.Button (new Rect (10, 70, 100, 20), "Click")) 
     {
         OnMouseDown ();
         OnMouseUp ();
     }
 }

CubeMe(); won’t work because you need to put |meshbuilder|.CubeMe(); it needs a reference to the space you are trying to access. You need to put in the gameFunctionality class, a ‘meshbuilder = new meshbuilder();’ in either local space to the CubeMe function or in private space to that class.

If your meshbuilder is in a seperate game object than the gameFunctionality, then you need to do as that reference said, use the GetComponent function.

To fully help you out, I’ll ask a couple of questions to declare the scope of the problem:
Is your meshbuilder script on a seperate object than your gameFunctionality script or where are they at?
Post the exact error, word for word please.

Also you can’t get in errors in vim because it’s just a text editor, it has no compiling operations and it can’t run your code.

ok i figured it out
gameFunctionality.cs

voidBuild() is turned to this

void build ()
	{		
		
		meshbuilder cubebuild = GetComponent <meshbuilder>()as meshbuilder;
		cubebuild.CubeMe ();
}

gameObject.AddComponent < meshbuilder > (); was added to the start function
now im not sure if doing it this way i need static variables in meshbuilder.cs still but i kept it the way it is