# 1. Windows versus Inspectors Part of [[Editor Windows with UI Toolkit]]. Next: [[2. CreateGUI UXML and USS]]. ## 1.1 Use the inspector when - You are editing **the selected object** (a component, a ScriptableObject opened in the Inspector). - A PropertyDrawer or `CreateInspectorGUI` is enough ([[Custom Inspectors and Editor Tooling]]). - Scene-view Handles belong on the selected object (same note). Do not rebuild those steps here. ## 1.2 Use an Editor window when - The user needs a **persistent tool** while selection changes (a palette, a seed browser, a prompt debugger). - You are looking at **many assets at once** (all room templates, all input actions). - The workflow is "pick a seed, press Generate," which is a *command* on a tool, not a field on a selected cube. The waypoint window in the Inspectors note is the hello-world. This series builds a dockable **tool** with UXML and a ScriptableObject asset as the source of truth. ## 1.3 Exercise Open the waypoint window from [[Custom Inspectors and Editor Tooling]] if you already built it, or just list: Inspector vs Window, for a "dungeon seed" workflow. If the answer is "I need Generate while I still have a room prefab selected," you want a window. ## Sources - `EditorWindow` (6000.5): https://docs.unity3d.com/6000.5/Documentation/ScriptReference/EditorWindow.html - [[Custom Inspectors and Editor Tooling]]