position and rotation offsets

Im making a little script to attach objects (weapons and stuff) to the player’s hand but I want also to add a position and rotation offset so the I can adjust the position and rotation of the object in the component. I’ve been messing around with it but not luck.

using UnityEngine;
using System.Collections;


[AddComponentMenu("Rayco's scripts/Weapon placement")]
public class Weaponparenting : MonoBehaviour {
	//This is to select the hand bone
public GameObject HandBone;
	public Vector3 offset;
	
	// Use this for initialization
	void Start () {
	transform.position = HandBone.transform.position;
	transform.parent = HandBone.transform;
	}
	
	// Update is called once per frame
	void Update () {
	
	}
}

My guess is I have to add the offset to the Handbone.transform.position but I suck at this.

Ok I figured out the rotation offset.

using UnityEngine;
using System.Collections;


[AddComponentMenu("Rayco's scripts/Weapon placement")]
public class Weaponparenting : MonoBehaviour {
	//This is to select the hand bone
public GameObject HandBone;
	public Vector3 RotationOffset;
	
	// Use this for initialization
	void Start () {
	transform.localEulerAngles = RotationOffset;
	transform.position = HandBone.transform.position;
	transform.parent = HandBone.transform;
	}
	
	// Update is called once per frame
	void Update () {
	
	}
}

Nevermind I just realized I needed to use Localposition.

Here is the complete code in case anyone needs it, you just need to attach this to the weapon.

using UnityEngine;
using System.Collections;


[AddComponentMenu("Rayco's scripts/Weapon placement")]
public class Weaponparenting : MonoBehaviour {
	//This is to select the hand bone
public GameObject HandBone;
	//Objects offsets
	public Vector3 RotationOffset;
	public Vector3 PositionOffset;
	
	// Use this for initialization
	void Start () {
	transform.localEulerAngles = RotationOffset;
	transform.position = HandBone.transform.position;
	transform.parent = HandBone.transform;
	transform.localPosition = PositionOffset;
	}
	
}