Adding 2nd Button Under "Add Component" Button in Inspector

I’m not sure how you would make a custom button that shows up on all GameObjects like that of the “Add Component” button. I’m familiar with creating custom inspectors for custom components you make but I’d like to make a button that shows up on all GameObjects under the “Add Component” Button.

How would I do this? Is this possible?

I’d sure love to have a second button called,“Add Custom Script” that would call my script generation/template tools for SingletonScriptableObject, ScriptableObject, Singleton, SingletonPrefab, and Component classes.

Thanks everyone!

I don’t think this part of the editor is exposed to us developers.

You can actually override the Transform and the Gameobject inspector, although I wouldn’t ever use it a project you would give to other people.

using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(GameObject))]
public class GameObjectInspector : Editor {
	
	public override void OnInspectorGUI()
	{
		if (GUILayout.Button ("Test")) 
		{
			Debug.Log("Pressed");
		}
	}
}

The result looks kinda strange:
43695-extendinggameobject.png

As developers, we have access to extending ‘Editor’, usually for own own Monobehavior Scripts so we can see them in the inspector.
http://unity3d.com/learn/tutorials/modules/intermediate/editor/building-custom-inspector

We can make new windows that can dock when extending ‘EditorWindow’.

And we have access to the toolbar at the top by adding a ‘MenuItem’ with a static class an the [MenuItem] tag.
http://unity3d.com/learn/tutorials/modules/intermediate/editor/menu-items