Can I use Odin Inspector to create custom editor windows?

You can make Unity editor windows in exactly the same way you make inspectors, only using attribute. Just by inheriting from OdinEditorWindow instead of EditorWindow.

Protip: You can use the OnInspectorGUI attribute If you wish to mix, custom editor GUI together with Odin editors.

public class SomeWindow : OdinEditorWindow
{
    [MenuItem("My Game/My Window")]
    private static void OpenWindow()
    {
        GetWindow<SomeWindow>().Show();
    }
    [PropertyOrder(-10)]
    [HorizontalGroup]
    [Button(ButtonSizes.Large)]
    public void SomeButton1() { }

    [HorizontalGroup]
    [Button(ButtonSizes.Large)]
    public void SomeButton2() { }

    [HorizontalGroup]
    [Button(ButtonSizes.Large)]
    public void SomeButton3() { }

    [HorizontalGroup]
    [Button(ButtonSizes.Large), GUIColor(0, 1, 0)]
    public void SomeButton4() { }

    [HorizontalGroup]
    [Button(ButtonSizes.Large), GUIColor(1, 0.5f, 0)]
    public void SomeButton5() { }

    [TableList]
    public List<SomeType> SomeTableData;
}

public class SomeType
{
    [TableColumnWidth(50)]
    public bool Toggle;

    [AssetsOnly]
    public GameObject SomePrefab;

    public string Message;

    [TableColumnWidth(160)]
    [HorizontalGroup("Actions")]
    public void Test1() { }

    [HorizontalGroup("Actions")]
    public void Test2() { }
}
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