You could make a custom editor that displays the world position. Here's a simplified example. You would probably want to do something a little more complicated since this overrides the default view.
//WorldPosViewer.js
@CustomEditor(Transform)
class WorldPosViewer extends Editor {
function OnInspectorGUI() {
EditorGUILayout.BeginHorizontal ();
target.position = EditorGUILayout.Vector3Field("World Pos", target.position);
//this will display the target's world pos.
EditorGUILayout.EndHorizontal ();
}
}
This code is fairly simple. It just displays a Vector3 field in the Transform Component instead of the standard local coordinates. The problem I spoke of earlier is that you need to add back in the functionality for viewing the rotation and other properties since this overrides them.
You could also inspect a different component that you know your object will have then indirectly access its transform.
`target.transform.position = EditorGUILayout.Vector3Field();`