Created a static method if people need.
public static void DrawWireCapsule(Vector3 _pos, Quaternion _rot, float _radius, float _height, Color _color = default(Color))
{
if (_color != default(Color))
Handles.color = _color;
Matrix4x4 angleMatrix = Matrix4x4.TRS(_pos, _rot, Handles.matrix.lossyScale);
using (new Handles.DrawingScope(angleMatrix))
{
var pointOffset = (_height - (_radius * 2)) / 2;
//draw sideways
Handles.DrawWireArc(Vector3.up * pointOffset, Vector3.left, Vector3.back, -180, _radius);
Handles.DrawLine(new Vector3(0, pointOffset, -_radius), new Vector3(0, -pointOffset, -_radius));
Handles.DrawLine(new Vector3(0, pointOffset, _radius), new Vector3(0, -pointOffset, _radius));
Handles.DrawWireArc(Vector3.down * pointOffset, Vector3.left, Vector3.back, 180, _radius);
//draw frontways
Handles.DrawWireArc(Vector3.up * pointOffset, Vector3.back, Vector3.left, 180, _radius);
Handles.DrawLine(new Vector3(-_radius, pointOffset, 0), new Vector3(-_radius, -pointOffset, 0));
Handles.DrawLine(new Vector3(_radius, pointOffset, 0), new Vector3(_radius, -pointOffset, 0));
Handles.DrawWireArc(Vector3.down * pointOffset, Vector3.back, Vector3.left, -180, _radius);
//draw center
Handles.DrawWireDisc(Vector3.up * pointOffset, Vector3.up, _radius);
Handles.DrawWireDisc(Vector3.down * pointOffset, Vector3.up, _radius);
}
}