In your Unity project look for the “Editor” folder. Create it if it does not exist.

Create a new C# script:

using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(YourComponent))]  // Replace YourComponent with the name of your component
public class YourComponentEditor : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
YourComponent component = (YourComponent)target;
if (GUILayout.Button("Your Button"))
{
// Perform button action here
component.YourButtonClicked();
}
}
}

Replace YourComponent with the name of your component

Next time you see your components details in the Unitys Inspector, you will a Button. Excelent for testing