While it is possible to make a custom Editor Window
When the project goes to recompile it will fail if the custom window is opened, since it will hold onto the custom Editor assembly until all references are collected by the garbage collector
So we need to make it serialize all the windows to save them, Destroy them all, Recompile and then Deserialize the windows back.
Same as we do for the Scene.
While it is possible to make a custom Editor Window When the project goes to recompile it will fail if the custom window is opened, since it will hold onto the custom Editor assembly until all references are collected by the garbage collector
So we need to make it serialize all the windows to save them, Destroy them all, Recompile and then Deserialize the windows back. Same as we do for the Scene.