If your Panel's code is just what you posted, then you're missing some parts of a Panel's requirements. Here's a small template for 'Shader Editor' to mess around: ``` import bpy class SuperSimplePanel(bpy.types.Panel): bl_label = "The label of this panel" bl_idname = "NODE_PT_ThisSimplePanel" # This is new bl_space_type = 'NODE_EDITOR' # This tells where to show bl_region_type = 'UI' bl_category = 'OH ANOTHER TAB' # if it doesn't exist, it will be created @classmethod def poll(cls, context): # This tells when to show return (context.space_data.type == 'NODE_EDITOR' and context.space_data.tree_type == 'ShaderNodeTree') def draw(self, context): # This tells what to show layout = self.layout layout.label("I'm a label in a Panel") def register(): bpy.utils.register_class(SuperSimplePanel) def unregister(): bpy.utils.unregister_class(SuperSimplePanel) if __name__ == "__main__": register() ```