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This repository has been archived by the owner on Jul 30, 2020. It is now read-only.
This will require some reflection into Unity internals -- hopefully future updates won't break it!
/// <summary>
/// Attempts to enable/disable the bold font that is used by Unity when an object has a
/// value different from its prefab.
/// </summary>
/// <param name="enabled">True if the bold font is set, false if it is not.</param>
public static void SetBoldDefaultFont(bool enabled) {
var method = typeof(EditorGUIUtility).GetMethod("SetBoldDefaultFont",
BindingFlags.Static | BindingFlags.NonPublic);
if (method == null) {
return;
}
method.Invoke(null, new object[] { enabled });
}
I have a working solution, but only for top-level fields on the BaseBehavior; that is, nested fields inside of the BaseBehavior cannot be individually tailored; it's an all or nothing type of thing. I'm going to close this issue and open another one for nested properties.
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