> For the complete documentation index, see [llms.txt](https://docs.allout.game/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.allout.game/using-the-editor/inspector.md).

# Inspector

At the top of the inspector, you have basic properties about the entity like its position and scale.

<figure><img src="/files/yyZD124wzqTvuX3Z6laZ" alt=""><figcaption></figcaption></figure>

Below the entity properties are all of the components you have currently added to that entity.

Each component can provide "fields" for you to edit which. For example, Interactable components allow you to change their `Text` or `Radius` fields.

Your own custom components made with scripts can expose fields to the inspector as well. For example, you could make a tycoon purchase interactable with a field to change its price in the editor.

```go
TycoonUnlockButton :: class : Interactable {
    price: int @ao_serialize;
    is_unlocked: bool;
    
    on_interact :: method(player: Player) {
         if Economy.can_withdraw_currency(player, "Coins", price) {
            Economy.withdraw_currency(player, "Coins", price);
            is_unlocked = true;
        }
    }
    
    // Logic to show/hide the item based on is_unlocked status...
}
```

Now when you add the `TycoonUnlockButton` component to any entity, you can set a price for that entity to unlock.


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