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_IMGUI(); RegisterModule_IMGUI(); void RegisterModule_ImageConversion(); RegisterModule_ImageConversion(); void RegisterModule_InputLegacy(); RegisterModule_InputLegacy(); void RegisterModule_JSONSerialize(); RegisterModule_JSONSerialize(); void RegisterModule_RuntimeInitializeOnLoadManagerInitializer(); RegisterModule_RuntimeInitializeOnLoadManagerInitializer(); void RegisterModule_ScreenCapture(); RegisterModule_ScreenCapture(); void RegisterModule_TLS(); RegisterModule_TLS(); 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(); void RegisterModule_UnityWebRequest(); RegisterModule_UnityWebRequest(); } template void RegisterUnityClass(const char*); template void RegisterStrippedType(int, const char*, const char*); void InvokeRegisterStaticallyLinkedModuleClasses() { // Do nothing (we're in stripping mode) } class Animator; template <> void RegisterUnityClass(const char*); class AnimatorController; template <> void RegisterUnityClass(const char*); class AnimatorOverrideController; template <> void RegisterUnityClass(const char*); class RuntimeAnimatorController; template <> void RegisterUnityClass(const char*); class AudioBehaviour; template <> void RegisterUnityClass(const char*); class AudioClip; template <> void RegisterUnityClass(const char*); class AudioListener; template <> void RegisterUnityClass(const char*); class AudioManager; 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 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 Transform; template <> void RegisterUnityClass(const char*); namespace TextRendering { class Font; } 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: 66 non stripped classes //0. Animator RegisterUnityClass("Animation"); //1. AnimatorController RegisterUnityClass("Animation"); //2. AnimatorOverrideController RegisterUnityClass("Animation"); //3. RuntimeAnimatorController RegisterUnityClass("Animation"); //4. AudioBehaviour RegisterUnityClass("Audio"); //5. AudioClip RegisterUnityClass("Audio"); //6. AudioListener RegisterUnityClass("Audio"); //7. AudioManager RegisterUnityClass("Audio"); //8. SampleClip RegisterUnityClass("Audio"); //9. Behaviour RegisterUnityClass("Core"); //10. BuildSettings RegisterUnityClass("Core"); //11. Camera RegisterUnityClass("Core"); //12. Component RegisterUnityClass("Core"); //13. ComputeShader RegisterUnityClass("Core"); //14. Cubemap RegisterUnityClass("Core"); //15. CubemapArray RegisterUnityClass("Core"); //16. DelayedCallManager RegisterUnityClass("Core"); //17. EditorExtension RegisterUnityClass("Core"); //18. GameManager RegisterUnityClass("Core"); //19. GameObject RegisterUnityClass("Core"); //20. GlobalGameManager RegisterUnityClass("Core"); //21. GraphicsSettings RegisterUnityClass("Core"); //22. InputManager RegisterUnityClass("Core"); //23. LevelGameManager RegisterUnityClass("Core"); //24. Light RegisterUnityClass("Core"); //25. LightProbes RegisterUnityClass("Core"); //26. LightingSettings RegisterUnityClass("Core"); //27. LightmapSettings RegisterUnityClass("Core"); //28. LowerResBlitTexture RegisterUnityClass("Core"); //29. Material RegisterUnityClass("Core"); //30. Mesh RegisterUnityClass("Core"); //31. MeshFilter RegisterUnityClass("Core"); //32. MeshRenderer RegisterUnityClass("Core"); //33. MonoBehaviour RegisterUnityClass("Core"); //34. MonoManager RegisterUnityClass("Core"); //35. MonoScript RegisterUnityClass("Core"); //36. NamedObject RegisterUnityClass("Core"); //37. Object //Skipping Object //38. PlayerSettings RegisterUnityClass("Core"); //39. PreloadData RegisterUnityClass("Core"); //40. QualitySettings RegisterUnityClass("Core"); //41. RectTransform RegisterUnityClass("Core"); //42. ReflectionProbe RegisterUnityClass("Core"); //43. RenderSettings RegisterUnityClass("Core"); //44. RenderTexture RegisterUnityClass("Core"); //45. Renderer RegisterUnityClass("Core"); //46. ResourceManager RegisterUnityClass("Core"); //47. RuntimeInitializeOnLoadManager RegisterUnityClass("Core"); //48. Shader RegisterUnityClass("Core"); //49. ShaderNameRegistry RegisterUnityClass("Core"); //50. SortingGroup RegisterUnityClass("Core"); //51. Sprite RegisterUnityClass("Core"); //52. SpriteAtlas RegisterUnityClass("Core"); //53. SpriteRenderer RegisterUnityClass("Core"); //54. TagManager RegisterUnityClass("Core"); //55. TextAsset RegisterUnityClass("Core"); //56. Texture RegisterUnityClass("Core"); //57. Texture2D RegisterUnityClass("Core"); //58. Texture2DArray RegisterUnityClass("Core"); //59. Texture3D RegisterUnityClass("Core"); //60. TimeManager RegisterUnityClass("Core"); //61. Transform RegisterUnityClass("Core"); //62. Font RegisterUnityClass("TextRendering"); //63. Canvas RegisterUnityClass("UI"); //64. CanvasGroup RegisterUnityClass("UI"); //65. CanvasRenderer RegisterUnityClass("UI"); }