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Question by tenfour · Jan 09, 2012 at 04:21 AM · charactercontrollerscene viewgizmo

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?

EDIT: 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 = Color.green;
    var gizmoPos = new Vector3(transform.position.x+cc.center.x,transform.position.y+cc.center.y,transform.position.z+cc.center.z);
 
    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);
 }
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Answer by StylizeR · Jan 09, 2012 at 07:20 AM

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..

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