# OnInspectorGUI()

**URL:** https://discussions.unity.com/t/oninspectorgui/402318
**Category:** UI
**Tags:** IMGUI
**Created:** [November 23, 2009, 10:18pm UTC](https://discussions.unity.com/t/oninspectorgui/402318 "2009-11-23T22:18:47Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![anon\_61641311](https://avatars.discourse-cdn.com/v4/letter/a/e47774/32.png) [@anon\_61641311](https://discussions.unity.com/u/anon_61641311)
#### Post date: [November 23, 2009, 10:18pm UTC](https://discussions.unity.com/t/oninspectorgui/402318/1 "2009-11-23T22:18:47Z")

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Hello, I have a editor class, and I was wondering if its possible to mix both a standard inspector element. Example, could I mix a GUI.Button(), with a default inspector attribute (e.g a drag and drop GameObject field)?

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### Author: ![NicholasFrancis](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/nicholasfrancis/32/557235_2.png) [@NicholasFrancis](https://discussions.unity.com/u/NicholasFrancis)
#### Post date: [November 23, 2009, 11:43pm UTC](https://discussions.unity.com/t/oninspectorgui/402318/2 "2009-11-23T23:43:26Z")

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Yup - I do it all the time. EdiorGUI EditorGUILayout provide more controls, they don’t replace the existing ones.

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<div class="post-metadata">

### Author: ![anon\_61641311](https://avatars.discourse-cdn.com/v4/letter/a/e47774/32.png) [@anon\_61641311](https://discussions.unity.com/u/anon_61641311)
#### Post date: [November 24, 2009, 6:27am UTC](https://discussions.unity.com/t/oninspectorgui/402318/3 "2009-11-24T06:27:42Z")

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> [@""](#):
>
> Yup - I do it all the time. EdiorGUI EditorGUILayout provide more controls, they don’t replace the existing ones.

Awsome, thanks!
