# finishedDefaultHeaderGUI

> An event raised while drawing the header of the Inspector window, after the default header items have been drawn.

## Definition

* **Type:** Event
* **Namespace:** [UnityEditor](/engine/6000.7/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public static event Action<Editor> finishedDefaultHeaderGUI
```

### Remarks

Add an event handler to this event in order to draw additional items in the header for the [Editor](/engine/6000.7/script-reference/unityeditor/editor.md) passed to the event handler method.

The following example script displays an asset's GUID as a copyable label in the header, if the inspected object is a persistent asset and not a Scene object. Copy this example script into a file called EditorHeaderGUID.cs and put it in a folder called Editor.

![FinishedDefaultHeaderGUI (finishedDefaultHeaderGUI)](/api/media?file=/engine/6000.7/media/images/FinishedDefaultHeaderGUI.png)

*The Inspector header with a custom GUID control added.*

### Examples

```csharp
using UnityEditor;

[InitializeOnLoadAttribute]
static class EditorHeaderGUID
{
    static EditorHeaderGUID()
    {
        Editor.finishedDefaultHeaderGUI += DisplayGUIDIfPersistent;
    }

    static void DisplayGUIDIfPersistent(Editor editor)
    {
        if (!EditorUtility.IsPersistent(editor.target))
            return;

        var guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(editor.target));
        var totalRect = EditorGUILayout.GetControlRect();
        var controlRect = EditorGUI.PrefixLabel(totalRect, EditorGUIUtility.TrTempContent("GUID"));
        if (editor.targets.Length > 1)
            EditorGUI.LabelField(controlRect, EditorGUIUtility.TrTempContent("[Multiple objects selected]"));
        else
            EditorGUI.SelectableLabel(controlRect, guid);
    }
}
```
