Minimap works in editor but not in Build

Hey,

for some reason, a few lines of code in my custom minimap script works in editor but doesnt work in a build (both web and standalone)

Im using this script (didnt write it myself) for the player texture dot on the minimap. I dont use the standard GuiTexture because you can't rotate it.

using UnityEngine;
[ExecuteInEditMode()] 
public class RotatableGuiItem : MonoBehaviour {

    public Texture2D texture = null;
    public float angle = 0;
    public Vector2 size = new Vector2(128, 128);
    Vector2 pos = new Vector2(0, 0);
    Rect rect;
    Vector2 pivot;

    void Start() {
        UpdateSettings();
    }

    void UpdateSettings() {
        pos = new Vector2(transform.localPosition.x, transform.localPosition.y);
        rect = new Rect(pos.x - size.x * 0.5f, pos.y - size.y * 0.5f, size.x, size.y);
        pivot = new Vector2(rect.xMin + rect.width * 0.5f, rect.yMin + rect.height * 0.5f);
    }

    void OnGUI() {
        if (Application.isEditor) { UpdateSettings(); }
        Matrix4x4 matrixBackup = GUI.matrix;
        GUIUtility.RotateAroundPivot(angle, pivot);
        GUI.DrawTexture(rect, texture);
        GUI.matrix = matrixBackup;
    }
}

Then i use this script to move and rotate the dot

var target : GameObject;
var x_scale : float;
var y_scale : float;
var x_offset : float;
var y_offset : float;

function Update () {
    transform.position.x = x_offset  +  GameObject.Find("First Person Controller").transform.position.x * x_scale;
    transform.position.y = y_offset  +  GameObject.Find("First Person Controller").transform.position.z * y_scale;

    GetComponent("RotatableGuiItem").angle = target.transform.eulerAngles.y;

}

The texture on my minimap rotates fine in the Build but doesnt move (it does move properly when i test in the editor). So the script works (because it rotates), but somehow it doesnt pick up the transform.position lines of code.

Any suggestions? Is it perhaps the combination of c sharp and java script which doesnt work in a final build?

I didnt see any weird things in the build log (for as much as i can judge as a Unity/programmer newbie)

Scripts that uses classes from the UnityEngine (first line of your script) only works in the editor.

I have a feeling that these might be the culprit.

[ExecuteInEditMode()] if (Application.isEditor) { UpdateSettings();