extern "C" void RegisterStaticallyLinkedModulesGranular() { void RegisterModule_SharedInternals(); RegisterModule_SharedInternals(); void RegisterModule_Core(); RegisterModule_Core(); void RegisterModule_AndroidJNI(); RegisterModule_AndroidJNI(); void RegisterModule_Animation(); RegisterModule_Animation(); void RegisterModule_Audio(); RegisterModule_Audio(); void RegisterModule_InputLegacy(); RegisterModule_InputLegacy(); void RegisterModule_IMGUI(); RegisterModule_IMGUI(); void RegisterModule_JSONSerialize(); RegisterModule_JSONSerialize(); void RegisterModule_ParticleSystem(); RegisterModule_ParticleSystem(); void RegisterModule_Physics(); RegisterModule_Physics(); void RegisterModule_Physics2D(); RegisterModule_Physics2D(); void RegisterModule_RuntimeInitializeOnLoadManagerInitializer(); RegisterModule_RuntimeInitializeOnLoadManagerInitializer(); void RegisterModule_TextRendering(); RegisterModule_TextRendering(); void RegisterModule_TextCoreFontEngine(); RegisterModule_TextCoreFontEngine(); void RegisterModule_TextCoreTextEngine(); RegisterModule_TextCoreTextEngine(); void RegisterModule_UI(); RegisterModule_UI(); void RegisterModule_UIElements(); RegisterModule_UIElements(); } template void RegisterUnityClass(const char*); template void RegisterStrippedType(int, const char*, const char*); void InvokeRegisterStaticallyLinkedModuleClasses() { // Do nothing (we're in stripping mode) } class AnimationClip; template <> void RegisterUnityClass(const char*); class Animator; template <> void RegisterUnityClass(const char*); class AnimatorController; template <> void RegisterUnityClass(const char*); class AnimatorOverrideController; template <> void RegisterUnityClass(const char*); class Motion; template <> void RegisterUnityClass(const char*); class RuntimeAnimatorController; template <> void RegisterUnityClass(const char*); class AudioBehaviour; template <> void RegisterUnityClass(const char*); class AudioChorusFilter; template <> void RegisterUnityClass(const char*); class AudioClip; template <> void RegisterUnityClass(const char*); class AudioDistortionFilter; template <> void RegisterUnityClass(const char*); class AudioEchoFilter; template <> void RegisterUnityClass(const char*); class AudioFilter; template <> void RegisterUnityClass(const char*); class AudioHighPassFilter; template <> void RegisterUnityClass(const char*); class AudioListener; template <> void RegisterUnityClass(const char*); class AudioLowPassFilter; template <> void RegisterUnityClass(const char*); class AudioManager; template <> void RegisterUnityClass(const char*); class AudioMixer; template <> void RegisterUnityClass(const char*); class AudioMixerSnapshot; template <> void RegisterUnityClass(const char*); class AudioReverbFilter; template <> void RegisterUnityClass(const char*); class AudioSource; template <> void RegisterUnityClass(const char*); class SampleClip; template <> void RegisterUnityClass(const char*); class Behaviour; template <> void RegisterUnityClass(const char*); class BuildSettings; template <> void RegisterUnityClass(const char*); class Camera; template <> void RegisterUnityClass(const char*); namespace Unity { class Component; } template <> void RegisterUnityClass(const char*); class ComputeShader; template <> void RegisterUnityClass(const char*); class Cubemap; template <> void RegisterUnityClass(const char*); class CubemapArray; template <> void RegisterUnityClass(const char*); class DelayedCallManager; template <> void RegisterUnityClass(const char*); class EditorExtension; template <> void RegisterUnityClass(const char*); class GameManager; template <> void RegisterUnityClass(const char*); class GameObject; template <> void RegisterUnityClass(const char*); class GlobalGameManager; template <> void RegisterUnityClass(const char*); class GraphicsSettings; template <> void RegisterUnityClass(const char*); class InputManager; template <> void RegisterUnityClass(const char*); class LevelGameManager; template <> void RegisterUnityClass(const char*); class Light; template <> void RegisterUnityClass(const char*); class LightProbes; template <> void RegisterUnityClass(const char*); class LightingSettings; template <> void RegisterUnityClass(const char*); class LightmapSettings; template <> void RegisterUnityClass(const char*); class LineRenderer; template <> void RegisterUnityClass(const char*); class LowerResBlitTexture; template <> void RegisterUnityClass(const char*); class Material; template <> void RegisterUnityClass(const char*); class Mesh; template <> void RegisterUnityClass(const char*); class MeshFilter; template <> void RegisterUnityClass(const char*); class MeshRenderer; template <> void RegisterUnityClass(const char*); class MonoBehaviour; template <> void RegisterUnityClass(const char*); class MonoManager; template <> void RegisterUnityClass(const char*); class MonoScript; template <> void RegisterUnityClass(const char*); class NamedObject; template <> void RegisterUnityClass(const char*); class Object; template <> void RegisterUnityClass(const char*); class PlayerSettings; template <> void RegisterUnityClass(const char*); class PreloadData; template <> void RegisterUnityClass(const char*); class QualitySettings; template <> void RegisterUnityClass(const char*); namespace UI { class RectTransform; } template <> void RegisterUnityClass(const char*); class ReflectionProbe; template <> void RegisterUnityClass(const char*); class RenderSettings; template <> void RegisterUnityClass(const char*); class RenderTexture; template <> void RegisterUnityClass(const char*); class Renderer; template <> void RegisterUnityClass(const char*); class ResourceManager; template <> void RegisterUnityClass(const char*); class RuntimeInitializeOnLoadManager; template <> void RegisterUnityClass(const char*); class Shader; template <> void RegisterUnityClass(const char*); class ShaderNameRegistry; template <> void RegisterUnityClass(const char*); class SortingGroup; template <> void RegisterUnityClass(const char*); class Sprite; template <> void RegisterUnityClass(const char*); class SpriteAtlas; template <> void RegisterUnityClass(const char*); class SpriteRenderer; template <> void RegisterUnityClass(const char*); class TagManager; template <> void RegisterUnityClass(const char*); class TextAsset; template <> void RegisterUnityClass(const char*); class Texture; template <> void RegisterUnityClass(const char*); class Texture2D; template <> void RegisterUnityClass(const char*); class Texture2DArray; template <> void RegisterUnityClass(const char*); class Texture3D; template <> void RegisterUnityClass(const char*); class TimeManager; template <> void RegisterUnityClass(const char*); class TrailRenderer; template <> void RegisterUnityClass(const char*); class Transform; template <> void RegisterUnityClass(const char*); class ParticleSystem; template <> void RegisterUnityClass(const char*); class ParticleSystemRenderer; template <> void RegisterUnityClass(const char*); class Collider; template <> void RegisterUnityClass(const char*); class PhysicsManager; template <> void RegisterUnityClass(const char*); class Rigidbody; template <> void RegisterUnityClass(const char*); class Physics2DSettings; template <> void RegisterUnityClass(const char*); class Rigidbody2D; template <> void RegisterUnityClass(const char*); namespace TextRendering { class Font; } template <> void RegisterUnityClass(const char*); namespace TextRenderingPrivate { class TextMesh; } template <> void RegisterUnityClass(const char*); namespace UI { class Canvas; } template <> void RegisterUnityClass(const char*); namespace UI { class CanvasGroup; } template <> void RegisterUnityClass(const char*); namespace UI { class CanvasRenderer; } template <> void RegisterUnityClass(const char*); void RegisterAllClasses() { void RegisterBuiltinTypes(); RegisterBuiltinTypes(); //Total: 88 non stripped classes //0. AnimationClip RegisterUnityClass("Animation"); //1. Animator RegisterUnityClass("Animation"); //2. AnimatorController RegisterUnityClass("Animation"); //3. AnimatorOverrideController RegisterUnityClass("Animation"); //4. Motion RegisterUnityClass("Animation"); //5. RuntimeAnimatorController RegisterUnityClass("Animation"); //6. AudioBehaviour RegisterUnityClass("Audio"); //7. AudioChorusFilter RegisterUnityClass("Audio"); //8. AudioClip RegisterUnityClass("Audio"); //9. AudioDistortionFilter RegisterUnityClass("Audio"); //10. AudioEchoFilter RegisterUnityClass("Audio"); //11. AudioFilter RegisterUnityClass("Audio"); //12. AudioHighPassFilter RegisterUnityClass("Audio"); //13. AudioListener RegisterUnityClass("Audio"); //14. AudioLowPassFilter RegisterUnityClass("Audio"); //15. AudioManager RegisterUnityClass("Audio"); //16. AudioMixer RegisterUnityClass("Audio"); //17. AudioMixerSnapshot RegisterUnityClass("Audio"); //18. AudioReverbFilter RegisterUnityClass("Audio"); //19. AudioSource RegisterUnityClass("Audio"); //20. SampleClip RegisterUnityClass("Audio"); //21. Behaviour RegisterUnityClass("Core"); //22. BuildSettings RegisterUnityClass("Core"); //23. Camera RegisterUnityClass("Core"); //24. Component RegisterUnityClass("Core"); //25. ComputeShader RegisterUnityClass("Core"); //26. Cubemap RegisterUnityClass("Core"); //27. CubemapArray RegisterUnityClass("Core"); //28. DelayedCallManager RegisterUnityClass("Core"); //29. EditorExtension RegisterUnityClass("Core"); //30. GameManager RegisterUnityClass("Core"); //31. GameObject RegisterUnityClass("Core"); //32. GlobalGameManager RegisterUnityClass("Core"); //33. GraphicsSettings RegisterUnityClass("Core"); //34. InputManager RegisterUnityClass("Core"); //35. LevelGameManager RegisterUnityClass("Core"); //36. Light RegisterUnityClass("Core"); //37. LightProbes RegisterUnityClass("Core"); //38. LightingSettings RegisterUnityClass("Core"); //39. LightmapSettings RegisterUnityClass("Core"); //40. LineRenderer RegisterUnityClass("Core"); //41. LowerResBlitTexture RegisterUnityClass("Core"); //42. Material RegisterUnityClass("Core"); //43. Mesh RegisterUnityClass("Core"); //44. MeshFilter RegisterUnityClass("Core"); //45. MeshRenderer RegisterUnityClass("Core"); //46. MonoBehaviour RegisterUnityClass("Core"); //47. MonoManager RegisterUnityClass("Core"); //48. MonoScript RegisterUnityClass("Core"); //49. NamedObject RegisterUnityClass("Core"); //50. Object //Skipping Object //51. PlayerSettings RegisterUnityClass("Core"); //52. PreloadData RegisterUnityClass("Core"); //53. QualitySettings RegisterUnityClass("Core"); //54. RectTransform RegisterUnityClass("Core"); //55. ReflectionProbe RegisterUnityClass("Core"); //56. RenderSettings RegisterUnityClass("Core"); //57. RenderTexture RegisterUnityClass("Core"); //58. Renderer RegisterUnityClass("Core"); //59. ResourceManager RegisterUnityClass("Core"); //60. RuntimeInitializeOnLoadManager RegisterUnityClass("Core"); //61. Shader RegisterUnityClass("Core"); //62. ShaderNameRegistry RegisterUnityClass("Core"); //63. SortingGroup RegisterUnityClass("Core"); //64. Sprite RegisterUnityClass("Core"); //65. SpriteAtlas RegisterUnityClass("Core"); //66. SpriteRenderer RegisterUnityClass("Core"); //67. TagManager RegisterUnityClass("Core"); //68. TextAsset RegisterUnityClass("Core"); //69. Texture RegisterUnityClass("Core"); //70. Texture2D RegisterUnityClass("Core"); //71. Texture2DArray RegisterUnityClass("Core"); //72. Texture3D RegisterUnityClass("Core"); //73. TimeManager RegisterUnityClass("Core"); //74. TrailRenderer RegisterUnityClass("Core"); //75. Transform RegisterUnityClass("Core"); //76. ParticleSystem RegisterUnityClass("ParticleSystem"); //77. ParticleSystemRenderer RegisterUnityClass("ParticleSystem"); //78. Collider RegisterUnityClass("Physics"); //79. PhysicsManager RegisterUnityClass("Physics"); //80. Rigidbody RegisterUnityClass("Physics"); //81. Physics2DSettings RegisterUnityClass("Physics2D"); //82. Rigidbody2D RegisterUnityClass("Physics2D"); //83. Font RegisterUnityClass("TextRendering"); //84. TextMesh RegisterUnityClass("TextRendering"); //85. Canvas RegisterUnityClass("UI"); //86. CanvasGroup RegisterUnityClass("UI"); //87. CanvasRenderer RegisterUnityClass("UI"); }