Hey,
imagine I have the following code:
public bool There;
public bool are;
public float a;
public int lot
public int of
public _________1;
public GameObject variables;
public Transform in;
public float my;
public ray Script;
This is the way I do a kind of headline / tile atm to get the code a little more clearly to see.
I know that I should do this with the editorGUI, but I have to do so much more extra stuff for it.
Isn’t there a simple way to just put a text / headline / title / label somwhere between the variables that are listed from a script in the Inspector without all that editorGUI stuff?
Stardog
4
The answer here is no longer true. There are new PropertyDrawers/DecoratorDrawers in Unity 4.X (4.5?).
[Header("Hi there!")]
public string TheHeader = "Header!";
[Tooltip("This is THE VALUE!")]
[ContextMenuItem("Reset", "resetTheValue")]
public float TheValue = 42.0f;
[Space(50)]
public string TheString = "THE STRING";
[ContextMenu("Reset The Value")]
private void resetTheValue()
{
TheValue = 42;
}
yes you can, editor take custom class as 1 element and group her element under one group, but the class need to be serializable, that he can do save your in data in inspector.
you can simply using your logical grouping of element organize your prefabs/objects/variables in public serializable classes like the code below attach it to any gameobject in your scene, inspector show organized elements in logical groups 
using UnityEngine;
using System;
using System.Collections.Generic;
using System.IO;
using System.Xml.Serialization;
[Serializable]
public class person{
[SerializeField]
public GameObject Head ;
[SerializeField]
public Color SkinColor;
[SerializeField]
public GameObject[] BodyParts;
}
[Serializable]
public class world{
[SerializeField]
public GameObject center ;
[SerializeField]
public Transform terrain;
[SerializeField]
public GameObject[] WorldObjets;
}
public class NewBehaviourScript : MonoBehaviour {
public world WorldPrefab;
public person [] PersonPrefabs=new person[100];
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}

Piflik
2
In Javascript you can do something like this.
class ScriptNameAnything {
//variable declaration here
}
These are not really headlines, but a way to organize your variables in different groups. See the CharacterMotor script in the Character Controller asset package.
Not sure if/how this can be done in C#, though.