Can't see CharacterController gizmo unless its GameObject is selected

I’m working through the Penlope tutorial, and it asks you to create a standin object and scale it down to fit into a GameObject named player that has a CharacterController attached. But I can’t see the CharacterController’s capsule shape while I have the Standin object highlighted for scaling. If I select the GameObject that has a CharacterController, then I can see the wireframe capsule.

Now in this case, I could go back and forth and iterate several times until I get the size right, but I could see this becoming a real hassle if I’m doing it repeatedly in a real project. How can I make the CharacterController visible always in the Scene view?

Thanks! That does it. I modified it some to include whatever offset is set for the center of the CharacterController. This is in JavaScript.

@script RequireComponent( CharacterController )

function OnDrawGizmos() {
   var cc : CharacterController = GetComponent(CharacterController);
   Gizmos.color =;
   var gizmoPos = new Vector3(,,;

   if(cc.height > cc.radius *2)
     Gizmos.DrawWireCube(gizmoPos, new Vector3(cc.radius * 2, cc.height, cc.radius * 2));
   else //if (cc.radius * 2 > cc.height || cc.radius * 2 == cc.height)
     Gizmos.DrawWireSphere(gizmoPos, cc.radius);

You can draw a Gizmo so you will always know how high/wide it needs to be scaled… Just put this C# script on the GameObject:

using UnityEngine;
using System.Collections;

public class CharacterControllerGizmo : MonoBehaviour {
	void OnDrawGizmos() {
		CharacterController cc = GetComponent<CharacterController>();
		Gizmos.color = Color.yellow;
		if(cc.height > cc.radius *2)
			Gizmos.DrawWireCube(transform.position, new Vector3(cc.radius * 2, cc.height, cc.radius * 2));
		else //if (cc.radius * 2 > cc.height || cc.radius * 2 == cc.height)
			Gizmos.DrawWireSphere(transform.position, cc.radius);

But since you can’t set DrawWireSphere’s height, you’ll have to draw a WireCube when the CharacterController radius*2 is smaller than CharacterController height… But I think it does the job…