Make a small space between the previous control and the following.
// Create a custom transform inspector that shows the X,Y,Z,W quaternion components // instead of the rotation angles. class InspectorTitlebarUsage extends EditorWindow { var fold : boolean = true; var rotationComponents : Vector4; var selectedTransform : Transform; @MenuItem("Examples/Inspector Titlebar") static function Init() { var window = GetWindow(InspectorTitlebarUsage); window.Show(); } function OnGUI() { if(Selection.activeGameObject) { selectedTransform = Selection.activeGameObject.transform; fold = EditorGUILayout.InspectorTitlebar(fold, selectedTransform); if(fold) { selectedTransform.position = EditorGUILayout.Vector3Field("Position", selectedTransform.position); EditorGUILayout.Space(); rotationComponents = EditorGUILayout.Vector4Field("Detailed Rotation", QuaternionToVector4(selectedTransform.localRotation)); EditorGUILayout.Space(); selectedTransform.localScale = EditorGUILayout.Vector3Field("Scale", selectedTransform.localScale); } selectedTransform.localRotation = ConvertToQuaternion(rotationComponents); EditorGUILayout.Space(); } } function ConvertToQuaternion(v4 : Vector4) { return Quaternion(v4.x, v4.y, v4.z, v4.w); } function QuaternionToVector4(q : Quaternion) { return Vector4(q.x, q.y, q.z, q.w); } function OnInspectorUpdate() { this.Repaint(); } }