extern "C" void RegisterStaticallyLinkedModulesGranular() { void RegisterModule_SharedInternals(); RegisterModule_SharedInternals(); void RegisterModule_Core(); RegisterModule_Core(); void RegisterModule_AI(); RegisterModule_AI(); void RegisterModule_AndroidJNI(); RegisterModule_AndroidJNI(); void RegisterModule_Animation(); RegisterModule_Animation(); void RegisterModule_AssetBundle(); RegisterModule_AssetBundle(); void RegisterModule_Audio(); RegisterModule_Audio(); void RegisterModule_GameCenter(); RegisterModule_GameCenter(); void RegisterModule_HotReload(); RegisterModule_HotReload(); void RegisterModule_ImageConversion(); RegisterModule_ImageConversion(); 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_Terrain(); RegisterModule_Terrain(); void RegisterModule_TerrainPhysics(); RegisterModule_TerrainPhysics(); void RegisterModule_TextRendering(); RegisterModule_TextRendering(); void RegisterModule_TextCore(); RegisterModule_TextCore(); void RegisterModule_TLS(); RegisterModule_TLS(); void RegisterModule_UI(); RegisterModule_UI(); void RegisterModule_UIElementsNative(); RegisterModule_UIElementsNative(); void RegisterModule_UIElements(); RegisterModule_UIElements(); void RegisterModule_UnityWebRequest(); RegisterModule_UnityWebRequest(); void RegisterModule_UnityWebRequestTexture(); RegisterModule_UnityWebRequestTexture(); void RegisterModule_Vehicles(); RegisterModule_Vehicles(); } template void RegisterUnityClass(const char*); template void RegisterStrippedType(int, const char*, const char*); void InvokeRegisterStaticallyLinkedModuleClasses() { // Do nothing (we're in stripping mode) } namespace ObjectProduceTestTypes { class Derived; } namespace ObjectProduceTestTypes { class SubDerived; } class EditorExtension; template <> void RegisterUnityClass(const char*); namespace Unity { class Component; } template <> void RegisterUnityClass(const char*); class Behaviour; template <> void RegisterUnityClass(const char*); class Animation; template <> void RegisterUnityClass(const char*); class Animator; template <> void RegisterUnityClass(const char*); namespace Unity { class ArticulationBody; } class AudioBehaviour; template <> void RegisterUnityClass(const char*); class AudioListener; template <> void RegisterUnityClass(const char*); class AudioSource; template <> void RegisterUnityClass(const char*); class AudioFilter; class AudioChorusFilter; class AudioDistortionFilter; class AudioEchoFilter; class AudioHighPassFilter; class AudioLowPassFilter; class AudioReverbFilter; class AudioReverbZone; class Camera; template <> void RegisterUnityClass(const char*); namespace UI { class Canvas; } template <> void RegisterUnityClass(const char*); namespace UI { class CanvasGroup; } template <> void RegisterUnityClass(const char*); namespace Unity { class Cloth; } class Collider2D; template <> void RegisterUnityClass(const char*); class BoxCollider2D; class CapsuleCollider2D; class CircleCollider2D; class CompositeCollider2D; class EdgeCollider2D; class PolygonCollider2D; class TilemapCollider2D; class ConstantForce; class Effector2D; class AreaEffector2D; class BuoyancyEffector2D; class PlatformEffector2D; class PointEffector2D; class SurfaceEffector2D; class FlareLayer; template <> void RegisterUnityClass(const char*); class GridLayout; class Grid; class Tilemap; class Halo; class IConstraint; class AimConstraint; class LookAtConstraint; class ParentConstraint; class PositionConstraint; class RotationConstraint; class ScaleConstraint; class Joint2D; class AnchoredJoint2D; class DistanceJoint2D; class FixedJoint2D; class FrictionJoint2D; class HingeJoint2D; class SliderJoint2D; class SpringJoint2D; class WheelJoint2D; class RelativeJoint2D; class TargetJoint2D; class LensFlare; class Light; template <> void RegisterUnityClass(const char*); class LightProbeGroup; class LightProbeProxyVolume; class MonoBehaviour; template <> void RegisterUnityClass(const char*); class NavMeshAgent; template <> void RegisterUnityClass(const char*); class NavMeshObstacle; template <> void RegisterUnityClass(const char*); class OffMeshLink; class ParticleSystemForceField; class PhysicsUpdateBehaviour2D; class ConstantForce2D; class PlayableDirector; class Projector; class ReflectionProbe; template <> void RegisterUnityClass(const char*); class Skybox; template <> void RegisterUnityClass(const char*); class SortingGroup; class StreamingController; class Terrain; template <> void RegisterUnityClass(const char*); class VideoPlayer; class VisualEffect; class WindZone; namespace UI { class CanvasRenderer; } template <> void RegisterUnityClass(const char*); class Collider; template <> void RegisterUnityClass(const char*); class BoxCollider; template <> void RegisterUnityClass(const char*); class CapsuleCollider; template <> void RegisterUnityClass(const char*); class CharacterController; template <> void RegisterUnityClass(const char*); class MeshCollider; template <> void RegisterUnityClass(const char*); class SphereCollider; template <> void RegisterUnityClass(const char*); class TerrainCollider; template <> void RegisterUnityClass(const char*); class WheelCollider; template <> void RegisterUnityClass(const char*); class FakeComponent; namespace Unity { class Joint; } template <> void RegisterUnityClass(const char*); namespace Unity { class CharacterJoint; } namespace Unity { class ConfigurableJoint; } namespace Unity { class FixedJoint; } namespace Unity { class HingeJoint; } namespace Unity { class SpringJoint; } template <> void RegisterUnityClass(const char*); class LODGroup; class MeshFilter; template <> void RegisterUnityClass(const char*); class OcclusionArea; class OcclusionPortal; class ParticleSystem; template <> void RegisterUnityClass(const char*); class Renderer; template <> void RegisterUnityClass(const char*); class BillboardRenderer; class LineRenderer; template <> void RegisterUnityClass(const char*); class RendererFake; class MeshRenderer; template <> void RegisterUnityClass(const char*); class ParticleSystemRenderer; template <> void RegisterUnityClass(const char*); class SkinnedMeshRenderer; template <> void RegisterUnityClass(const char*); class SpriteMask; class SpriteRenderer; template <> void RegisterUnityClass(const char*); class SpriteShapeRenderer; class TilemapRenderer; class TrailRenderer; template <> void RegisterUnityClass(const char*); class VFXRenderer; class Rigidbody; template <> void RegisterUnityClass(const char*); class Rigidbody2D; template <> void RegisterUnityClass(const char*); namespace TextRenderingPrivate { class TextMesh; } class Transform; template <> void RegisterUnityClass(const char*); namespace UI { class RectTransform; } template <> void RegisterUnityClass(const char*); class Tree; template <> void RegisterUnityClass(const char*); class GameObject; template <> void RegisterUnityClass(const char*); class NamedObject; template <> void RegisterUnityClass(const char*); class AssetBundle; template <> void RegisterUnityClass(const char*); class AssetBundleManifest; class AudioMixer; template <> void RegisterUnityClass(const char*); class AudioMixerController; class AudioMixerGroup; class AudioMixerGroupController; class AudioMixerSnapshot; class AudioMixerSnapshotController; class Avatar; template <> void RegisterUnityClass(const char*); class AvatarMask; class BillboardAsset; class ComputeShader; template <> void RegisterUnityClass(const char*); class Flare; namespace TextRendering { class Font; } template <> void RegisterUnityClass(const char*); class LightProbes; class LightingSettings; template <> void RegisterUnityClass(const char*); class LocalizationAsset; class Material; template <> void RegisterUnityClass(const char*); class ProceduralMaterial; class Mesh; template <> void RegisterUnityClass(const char*); class Motion; template <> void RegisterUnityClass(const char*); class AnimationClip; template <> void RegisterUnityClass(const char*); class NavMeshData; template <> void RegisterUnityClass(const char*); class OcclusionCullingData; class PhysicMaterial; class PhysicsMaterial2D; class PreloadData; template <> void RegisterUnityClass(const char*); class RayTracingShader; class RuntimeAnimatorController; template <> void RegisterUnityClass(const char*); class AnimatorController; template <> void RegisterUnityClass(const char*); class AnimatorOverrideController; template <> void RegisterUnityClass(const char*); class SampleClip; template <> void RegisterUnityClass(const char*); class AudioClip; template <> void RegisterUnityClass(const char*); class Shader; template <> void RegisterUnityClass(const char*); class ShaderVariantCollection; class SpeedTreeWindAsset; class Sprite; template <> void RegisterUnityClass(const char*); class SpriteAtlas; template <> void RegisterUnityClass(const char*); class SubstanceArchive; class TerrainData; template <> void RegisterUnityClass(const char*); class TerrainLayer; template <> void RegisterUnityClass(const char*); class TextAsset; template <> void RegisterUnityClass(const char*); class MonoScript; template <> void RegisterUnityClass(const char*); class Texture; template <> void RegisterUnityClass(const char*); class BaseVideoTexture; class WebCamTexture; class CubemapArray; template <> void RegisterUnityClass(const char*); class LowerResBlitTexture; template <> void RegisterUnityClass(const char*); class MovieTexture; class ProceduralTexture; class RenderTexture; template <> void RegisterUnityClass(const char*); class CustomRenderTexture; class SparseTexture; class Texture2D; template <> void RegisterUnityClass(const char*); class Cubemap; template <> void RegisterUnityClass(const char*); class Texture2DArray; template <> void RegisterUnityClass(const char*); class Texture3D; template <> void RegisterUnityClass(const char*); class VideoClip; class VisualEffectObject; class VisualEffectAsset; class VisualEffectSubgraph; class EmptyObject; class GameManager; template <> void RegisterUnityClass(const char*); class GlobalGameManager; template <> void RegisterUnityClass(const char*); class AudioManager; template <> void RegisterUnityClass(const char*); class BuildSettings; template <> void RegisterUnityClass(const char*); class DelayedCallManager; template <> void RegisterUnityClass(const char*); class GraphicsSettings; template <> void RegisterUnityClass(const char*); class InputManager; template <> void RegisterUnityClass(const char*); class MonoManager; template <> void RegisterUnityClass(const char*); class NavMeshProjectSettings; template <> void RegisterUnityClass(const char*); class Physics2DSettings; template <> void RegisterUnityClass(const char*); class PhysicsManager; template <> void RegisterUnityClass(const char*); class PlayerSettings; template <> void RegisterUnityClass(const char*); class QualitySettings; template <> void RegisterUnityClass(const char*); class ResourceManager; template <> void RegisterUnityClass(const char*); class RuntimeInitializeOnLoadManager; template <> void RegisterUnityClass(const char*); class ShaderNameRegistry; template <> void RegisterUnityClass(const char*); class StreamingManager; class TagManager; template <> void RegisterUnityClass(const char*); class TimeManager; template <> void RegisterUnityClass(const char*); class UnityConnectSettings; class VFXManager; class LevelGameManager; template <> void RegisterUnityClass(const char*); class LightmapSettings; template <> void RegisterUnityClass(const char*); class NavMeshSettings; template <> void RegisterUnityClass(const char*); class OcclusionCullingSettings; class RenderSettings; template <> void RegisterUnityClass(const char*); class NativeObjectType; class PropertyModificationsTargetTestObject; class SerializableManagedHost; class SerializableManagedRefTestClass; namespace ObjectProduceTestTypes { class SiblingDerived; } class TestObjectVectorPairStringBool; class TestObjectWithSerializedAnimationCurve; class TestObjectWithSerializedArray; class TestObjectWithSerializedMapStringBool; class TestObjectWithSerializedMapStringNonAlignedStruct; class TestObjectWithSpecialLayoutOne; class TestObjectWithSpecialLayoutTwo; void RegisterAllClasses() { void RegisterBuiltinTypes(); RegisterBuiltinTypes(); //Total: 102 non stripped classes //0. NavMeshAgent RegisterUnityClass("AI"); //1. NavMeshData RegisterUnityClass("AI"); //2. NavMeshObstacle RegisterUnityClass("AI"); //3. NavMeshProjectSettings RegisterUnityClass("AI"); //4. NavMeshSettings RegisterUnityClass("AI"); //5. Animation RegisterUnityClass("Animation"); //6. AnimationClip RegisterUnityClass("Animation"); //7. Animator RegisterUnityClass("Animation"); //8. AnimatorController RegisterUnityClass("Animation"); //9. AnimatorOverrideController RegisterUnityClass("Animation"); //10. Avatar RegisterUnityClass("Animation"); //11. Motion RegisterUnityClass("Animation"); //12. RuntimeAnimatorController RegisterUnityClass("Animation"); //13. AssetBundle RegisterUnityClass("AssetBundle"); //14. AudioBehaviour RegisterUnityClass("Audio"); //15. AudioClip RegisterUnityClass("Audio"); //16. AudioListener RegisterUnityClass("Audio"); //17. AudioManager RegisterUnityClass("Audio"); //18. AudioMixer RegisterUnityClass("Audio"); //19. AudioSource RegisterUnityClass("Audio"); //20. SampleClip RegisterUnityClass("Audio"); //21. Behaviour RegisterUnityClass("Core"); //22. BuildSettings RegisterUnityClass("Core"); //23. Camera RegisterUnityClass("Core"); //24. Unity::Component RegisterUnityClass("Core"); //25. ComputeShader RegisterUnityClass("Core"); //26. Cubemap RegisterUnityClass("Core"); //27. CubemapArray RegisterUnityClass("Core"); //28. DelayedCallManager RegisterUnityClass("Core"); //29. EditorExtension RegisterUnityClass("Core"); //30. FlareLayer RegisterUnityClass("Core"); //31. GameManager RegisterUnityClass("Core"); //32. GameObject RegisterUnityClass("Core"); //33. GlobalGameManager RegisterUnityClass("Core"); //34. GraphicsSettings RegisterUnityClass("Core"); //35. InputManager RegisterUnityClass("Core"); //36. LevelGameManager RegisterUnityClass("Core"); //37. Light 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. UI::RectTransform RegisterUnityClass("Core"); //55. ReflectionProbe RegisterUnityClass("Core"); //56. Renderer RegisterUnityClass("Core"); //57. RenderSettings RegisterUnityClass("Core"); //58. RenderTexture RegisterUnityClass("Core"); //59. ResourceManager RegisterUnityClass("Core"); //60. RuntimeInitializeOnLoadManager RegisterUnityClass("Core"); //61. Shader RegisterUnityClass("Core"); //62. ShaderNameRegistry RegisterUnityClass("Core"); //63. SkinnedMeshRenderer RegisterUnityClass("Core"); //64. Skybox RegisterUnityClass("Core"); //65. Sprite RegisterUnityClass("Core"); //66. SpriteAtlas RegisterUnityClass("Core"); //67. SpriteRenderer RegisterUnityClass("Core"); //68. TagManager RegisterUnityClass("Core"); //69. TextAsset RegisterUnityClass("Core"); //70. Texture RegisterUnityClass("Core"); //71. Texture2D RegisterUnityClass("Core"); //72. Texture2DArray RegisterUnityClass("Core"); //73. Texture3D RegisterUnityClass("Core"); //74. TimeManager RegisterUnityClass("Core"); //75. TrailRenderer RegisterUnityClass("Core"); //76. Transform RegisterUnityClass("Core"); //77. ParticleSystem RegisterUnityClass("ParticleSystem"); //78. ParticleSystemRenderer RegisterUnityClass("ParticleSystem"); //79. BoxCollider RegisterUnityClass("Physics"); //80. CapsuleCollider RegisterUnityClass("Physics"); //81. CharacterController RegisterUnityClass("Physics"); //82. Collider RegisterUnityClass("Physics"); //83. Unity::Joint RegisterUnityClass("Physics"); //84. MeshCollider RegisterUnityClass("Physics"); //85. PhysicsManager RegisterUnityClass("Physics"); //86. Rigidbody RegisterUnityClass("Physics"); //87. SphereCollider RegisterUnityClass("Physics"); //88. Unity::SpringJoint RegisterUnityClass("Physics"); //89. Collider2D RegisterUnityClass("Physics2D"); //90. Physics2DSettings RegisterUnityClass("Physics2D"); //91. Rigidbody2D RegisterUnityClass("Physics2D"); //92. Terrain RegisterUnityClass("Terrain"); //93. TerrainData RegisterUnityClass("Terrain"); //94. TerrainLayer RegisterUnityClass("Terrain"); //95. Tree RegisterUnityClass("Terrain"); //96. TerrainCollider RegisterUnityClass("TerrainPhysics"); //97. TextRendering::Font RegisterUnityClass("TextRendering"); //98. UI::Canvas RegisterUnityClass("UI"); //99. UI::CanvasGroup RegisterUnityClass("UI"); //100. UI::CanvasRenderer RegisterUnityClass("UI"); //101. WheelCollider RegisterUnityClass("Vehicles"); }