Creating a new window?

So I am trying to create my own GUI window, following the examples listed EditorWindow.GetWindow and EditorWindow. I have the following code, but I can not figure out why I am not seeing my new Window (“Edit Game Database”) under the Window menu.

using UnityEngine;
using UnityEditor;
using System.Collections;

[ExecuteInEditMode]
public class EditGameData : EditorWindow {

	[MenuItem ("Window/Edit Game Database")]
	// Use this for initialization
	public static void Init () 
	{
                // Get existing open window or if none, make a new one:
                EditGameData window = (EditGameData)EditorWindow.GetWindow (typeof (EditGameData));
	}
... snipped. ... TreeView code follows in other functions ....
}

Does anybody know what I’m doing wrong here? I have this code (EditGameData.cs) placed in my Assets/Editor folder.

Thanks!

Why is there a “[ExecuteInEditMode]”?
There is no need for that for a EditorWindow, maybe it is the issue.
Funny, you are doing the same I’ve being doing; a game database for GDDs, characters, levels, items, etc; but I am working on tools that transforms Unity in a game design document editor too, I’m tired of MS Word and creating RTF files in Unity is so cool :wink:

The [ExecuteInEditMode] Attribute allows my code to run in the “Design” view so that I don’t have to press “Run” to execute my Database code. It is covered in Extending The Editor under the Custom Inspectors section.

I’ve got my database working so that I can read (not write yet), and so that it populates my TreeView control, I am just having a heck of a time adding the GUI buttons so that everything works without “Running” the Scene. If you’d like I could share my code when I am finished, but you’ll need the TreeView Asset for it to work correctly.