When I add OnDrawGizmos to my MonoBehaviour, the component is automatically added to the Gizmos dropdown list in the SceneView: However, I prefer separating my editor from runtime code, which is why I like to use the DrawGizmo attribute. With the attribute, I decorate a static function within my editor class and can draw the same Gizmo as before. Sadly, I have noticed, that now my component does not appear in the list anymore. Hence, I cannot toggle the Gizmo via the list or by expanding/collapsing the component in the inspector. Is there a way for me to register my custom Gizmo function with the dropdown list? A partial solution, to at least toggle gizmos from the inspector, is to use: UnityEditorInternal.InternalEditorUtility.GetIsInspectorExpanded(component); With the internal utility I can check if the component is expanded and then decide whether to draw or now. However, I would still like it to also appear in the SceneView Gizmos list.