Ok, so I'm new to Unity development, and I can't figure out what I'm doing wrong. I have the following code: [KSPAddon(KSPAddon.Startup.EditorVAB, false)] public class Class1 : MonoBehaviour { bool inQ = false; public void Awake() { print("awake"); } public void Start() { print("Starting the test mod"); } public void OnGUI() { if (!inQ) { RenderingManager.AddToPostDrawQueue(0, DrawGui); inQ = true; } } public void DrawGui() { var r = new Rect(300, 50, 200, 200); GUI.Window(0, r, FillWindow, "Test Window"); } public void FillWindow(int windowID) { GUILayout.BeginVertical(); if (GUI.Button(new Rect(20, 20, 50, 50), "Push")) { print("Button pushed"); } GUILayout.EndVertical(); } } It displays a small window with a button exactly as desired. However, in the VAB, when I hover over a part, the tooltip window is blank and I get a message in the log that says "ArgumentException: Getting control 0's position in a group with only 0 controls when doing Repaint Aborting". It appears that somehow my plugin is interfering with the VAB tooltip window. Any ideas? I've tried looking at the code for both Kerbal Alarm Clock, and Engineer Redux and, while I'm not nearly as complex, am trying to follow the same pattern. Any help is greatly appreciated.