Using Vector3[] to store vector3 of objects,

Im using emptygameobjects as positions to instantiate objects as their spawn positions. Is there a reason I cannot drag and drop an emptygameobject in the Inspector to the Vector3 Array? since I assume im using this array wrong.
How do I pass a Vector3 of a gameobject to my vector3 array list? thanks in advance, code I wrote is below.

public Vector3 spawnPoints;
public GameObject obstacles;
public float spawnRadius;

private void Start()

    //int spawnPointIndex = Random.Range(0, spawnPoints.Length);
    //int obstaclesIndex = Random.Range(0, obstacles.Length);
    int howmanytospawn = Random.Range(0, 10);

    for (int i = 0; i < howmanytospawn; i++)
        int spawnPointIndex = Random.Range(0, spawnPoints.Length);
        int obstaclesIndex = Random.Range(0, obstacles.Length);

        if (!Physics.CheckSphere(spawnPoints[spawnPointIndex],spawnRadius))
        Instantiate(obstacles[obstaclesIndex], spawnPoints[spawnPointIndex], Quaternion.identity);

To answer this question to anyone that comes googling after me, I was trying to use vector3 to store positions of items.
after much googling and understanding my ideocracy.
You should use transforms to store positions of objects.
Instead of using vector3 spawnPositions I used a transform spawnPositions and in my instantiate area of the code I had to add transform.position to the location part of the function.


public Transform spawnPoints;

Instantiate(obstacles[obstaclesIndex], spawnPoints[spawnPointIndex].transform.position, Quaternion.identity);

fixed my understanding of vector3s and transforms then I was easily able to differentiate the use of each. cant use vector3 when you’re looking for a world pos. goodluck.