Quick answer: Make the method static, put the script in an Editor folder (or guard it with #if UNITY_EDITOR), fix any compile errors, and reopen the menu after the editor recompiles.

You added [MenuItem("Tools/My Tool")] but the entry never shows up. The most common causes are placement, signature, and a quiet compile failure elsewhere in the project.

How to fix it

1. Make it static and correctly signed

A [MenuItem] method must be static and take no parameters (or one for a validate function). Non-static methods are silently ignored.

2. Put it in an Editor assembly

The script must compile into an editor-only assembly, which means an Editor folder or an asmdef restricted to the Editor platform. Otherwise the attribute is stripped from player builds and may not register.

3. Clear compile errors

If any script in the project has a compile error, Unity skips menu registration entirely. Open the Console, fix every error, and wait for the recompile to finish before checking the menu.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.