Odin offers you a lot of customization and control over the editor out of the box, but any project has its own very specific demands and needs. Therefore, Odin also offers a powerful facility for creating your own drawers. This section of the manual gives an in-depth explanation of how Odin's drawer system is put together, and how to leverage it to get exactly the results you need.
To give you an idea of how powerful it is, by far most of Odin's drawers, from the asset lists to the tab groups to the validation attributes, are implemented using the exact same system delineated in this section, with no special access to Odin's internals at all. There is nothing stopping you from adding comparable features to your own inspector.
First, we'll get into how the drawing system itself works, overall - the drawer chain, how drawers are selected and ordered for members, and which sorts of drawers you can make. Then we'll get into Odin's custom property system (Odin's equivalent of Unity's SerializedObject and SerializedProperty classes), and how they work.
Finally, we're going to go, step by step, through the creation of some drawers of different kinds.
Let's get started by understanding drawers.