UI has been on my mind for some time now. I'm a UX Designer for an application we're building in-house within Unity and the standard UI elements can be problematic, especially in a situation like ours where we have LOTS of information being shown with multiple scripts attached to gameobjects.Some thoughts:1. Overall, it's clearer without the gradients and hi-lights, the contrast of the text is much better and clearer from a distance. It also appears that there is better spacing between rows.2. Without the inset drop shadow on text fields, it's hard to tell the difference between it and a dropdown. Perhaps a slight outline or making the grey value inside the field slightly darker to differentiate it from other similar elements?3. Why does everything have to span the window?Why is this important?Negative space helps readability and recognition.In many situations, number fields will never have more than 1 or 2 place numbers, couldn't these generally be set to expand to fit a larger number only when necessary? Same is true with Dropdowns, if your options are: On/Off, why is it still so long? Perhaps having 3 size versions by default would help? It also helps users understand what the expected input is, which might be desirable for some functions.It makes it hard to scan the list and the lack of negative space creates a homogenous interface for every inspector panel.The same could be said for all of the UI elements. If it doesn't need to be 64 characters long, why set it to that?In this mockup, dropdowns are only as wide as the text of the longest option - eg Cast Shadows can fit "Shadows Only":1. Input fields are set to be closer to expected input, in this case 3 places can fit, but should expand for a larger number.2. Dropdowns are the same style3. Input fields have a small inset shadow.4 . I left the array "Element 0" and "Anchor Override" object field the same size.