Why does (GO).transform.position.Set(x,y,z); not work, while (GO).transform.position = new Vector3(x,y,z) does?

Just as the title says.

I understand ‘position’ gives you the copy of actual location of the object which is why (GameObject).transform.position.Set(x,y,z) does nothing useful because only thing it does is changing the vectors of the copied. And the same thing goes to (GameObject).transform.position.x(y or z) = 0.5f; and such.

What I don’t understand is, if that’s the case why (GameObject).transform.position = new Vector3(x,y,z); works? As far as I know “new Vector3” is but a struct composed of (x, y, z) values and storing its values into copied position should yield the same result as the above.
I’ve googled a bit but couldn’t quite find the answer I was looking for. Please help.

As you have indicated, when calling Debug.Log( transform.position ), you call the getter returning a copy of the position. The same happens when calling transform.position.Set( x, y, z ) (you call the Set function on the copied vector returned by the property).

However, when you write transform.position = new Vector( x, y, z ), you are assigning a value, thus, calling the setter of the position property.

This is handled in the C++ part of the engine. In C# you can reproduce this behaviour as follow:

private Vector3 _position;
public Vector3 position
{
    get { return new Vector3( _position.x, _position.y, _position.z ); }
    set { _position = value ; }
}