# 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]]