Well you’re on the right track. GetComponent (or GetComponentInChildren) will do it, if you call it on a reference to something that has a Toggle component (or has a child with a Toggle component). Just take it step by step and try to think carefully about what you’re doing. For example:
dummy[blah].GetComponent<Toggle>().transform.position = new Vector2();
dummy[blah].GetComponent<Toggle>().GetComponentInChildren<Text>().text = "blah";
In Line 1, the GetComponent call is pointless. This line says “OK, take this GameObject dummy[blah], which has a transform and a bunch of other components, and find its Toggle component, and then from that find its transform, and change its position.” Instead, just access dummy[blah].transform directly.
And in Line 2, basically same thing. You’re saying “Take this GameObject dummy[blah], find its Toggle component, then forget about that and find instead the Text component in one of its children.”
I feel I’m not explaining this very well, so let me know if this is clear. The key thing is to have a mental model: things in Unity are made up of GameObjects which contain Components. In particular, every GameObject has a Transform, and every Transform has a GameObject; there is a very tight 1:1 relationship between Transforms and GameObjects.
.transform, when called on any component, are just a shortcut for accessing the GameObject that component is on, and getting its Transform. And GetComponent, when called on any component, gets another component on the GameObject that component is on.
So if you have a GameObject Foo, with components FooA and FooB, then Foo.transform, FooA.transform, and FooB.transform are all the same thing. Likewise, Foo.GetComponent(), FooA.GetComponent(), and FooB.GetComponent() are all the same thing. It doesn’t matter how you access the game object and do something with it — it’s only one game object (just with multiple components).
HTH,