extern "C" void RegisterStaticallyLinkedModulesGranular() { void RegisterModule_SharedInternals(); RegisterModule_SharedInternals(); void RegisterModule_Core(); RegisterModule_Core(); 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_PerformanceReporting(); RegisterModule_PerformanceReporting(); void RegisterModule_Physics(); RegisterModule_Physics(); void RegisterModule_RuntimeInitializeOnLoadManagerInitializer(); RegisterModule_RuntimeInitializeOnLoadManagerInitializer(); void RegisterModule_TextRendering(); RegisterModule_TextRendering(); void RegisterModule_TLS(); RegisterModule_TLS(); void RegisterModule_UI(); RegisterModule_UI(); void RegisterModule_UnityConnect(); RegisterModule_UnityConnect(); void RegisterModule_UnityWebRequest(); RegisterModule_UnityWebRequest(); void RegisterModule_UnityAnalytics(); RegisterModule_UnityAnalytics(); void RegisterModule_WebGL(); RegisterModule_WebGL(); } template void RegisterUnityClass(const char*); template void RegisterStrippedType(int, const char*, const char*); void InvokeRegisterStaticallyLinkedModuleClasses() { // Do nothing (we're in stripping mode) } 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; 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; 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; class GridLayout; class Grid; class Tilemap; class Halo; class HaloLayer; 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; class NavMeshObstacle; 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; 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; class CharacterController; class MeshCollider; template <> void RegisterUnityClass(const char*); class SphereCollider; class TerrainCollider; class WheelCollider; namespace Unity { class Joint; } namespace Unity { class CharacterJoint; } namespace Unity { class ConfigurableJoint; } namespace Unity { class FixedJoint; } namespace Unity { class HingeJoint; } namespace Unity { class SpringJoint; } class LODGroup; class MeshFilter; template <> void RegisterUnityClass(const char*); class OcclusionArea; class OcclusionPortal; class ParticleSystem; class Renderer; template <> void RegisterUnityClass(const char*); class BillboardRenderer; class LineRenderer; class MeshRenderer; template <> void RegisterUnityClass(const char*); class ParticleSystemRenderer; class SkinnedMeshRenderer; class SpriteMask; class SpriteRenderer; class SpriteShapeRenderer; class TilemapRenderer; class TrailRenderer; class VFXRenderer; class Rigidbody; template <> void RegisterUnityClass(const char*); class Rigidbody2D; namespace TextRenderingPrivate { class TextMesh; } class Transform; template <> void RegisterUnityClass(const char*); namespace UI { class RectTransform; } template <> void RegisterUnityClass(const char*); class Tree; class GameObject; template <> void RegisterUnityClass(const char*); class NamedObject; template <> void RegisterUnityClass(const char*); class AssetBundle; class AssetBundleManifest; class AudioMixer; class AudioMixerController; class AudioMixerGroup; class AudioMixerGroupController; class AudioMixerSnapshot; class AudioMixerSnapshotController; class Avatar; class AvatarMask; class BillboardAsset; class ComputeShader; template <> void RegisterUnityClass(const char*); class Flare; namespace TextRendering { class Font; } template <> void RegisterUnityClass(const char*); class LightProbes; template <> void RegisterUnityClass(const char*); 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; class AnimationClip; class NavMeshData; 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; class TerrainLayer; 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 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 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; class Physics2DSettings; 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 ScriptMapper; template <> void RegisterUnityClass(const char*); class StreamingManager; class TagManager; template <> void RegisterUnityClass(const char*); class TimeManager; template <> void RegisterUnityClass(const char*); class UnityConnectSettings; template <> void RegisterUnityClass(const char*); class VFXManager; class LevelGameManager; template <> void RegisterUnityClass(const char*); class LightmapSettings; template <> void RegisterUnityClass(const char*); class NavMeshSettings; class OcclusionCullingSettings; class RenderSettings; template <> void RegisterUnityClass(const char*); void RegisterAllClasses() { void RegisterBuiltinTypes(); RegisterBuiltinTypes(); //Total: 72 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. AudioSource RegisterUnityClass("Audio"); //9. SampleClip RegisterUnityClass("Audio"); //10. Behaviour RegisterUnityClass("Core"); //11. BuildSettings RegisterUnityClass("Core"); //12. Camera RegisterUnityClass("Core"); //13. Unity::Component RegisterUnityClass("Core"); //14. ComputeShader RegisterUnityClass("Core"); //15. Cubemap RegisterUnityClass("Core"); //16. CubemapArray RegisterUnityClass("Core"); //17. DelayedCallManager RegisterUnityClass("Core"); //18. EditorExtension RegisterUnityClass("Core"); //19. GameManager RegisterUnityClass("Core"); //20. GameObject RegisterUnityClass("Core"); //21. GlobalGameManager RegisterUnityClass("Core"); //22. GraphicsSettings RegisterUnityClass("Core"); //23. InputManager RegisterUnityClass("Core"); //24. LevelGameManager RegisterUnityClass("Core"); //25. Light RegisterUnityClass("Core"); //26. LightingSettings RegisterUnityClass("Core"); //27. LightmapSettings RegisterUnityClass("Core"); //28. LightProbes RegisterUnityClass("Core"); //29. LowerResBlitTexture RegisterUnityClass("Core"); //30. Material RegisterUnityClass("Core"); //31. Mesh RegisterUnityClass("Core"); //32. MeshFilter RegisterUnityClass("Core"); //33. MeshRenderer RegisterUnityClass("Core"); //34. MonoBehaviour RegisterUnityClass("Core"); //35. MonoManager RegisterUnityClass("Core"); //36. MonoScript RegisterUnityClass("Core"); //37. NamedObject RegisterUnityClass("Core"); //38. Object //Skipping Object //39. PlayerSettings RegisterUnityClass("Core"); //40. PreloadData RegisterUnityClass("Core"); //41. QualitySettings RegisterUnityClass("Core"); //42. UI::RectTransform RegisterUnityClass("Core"); //43. ReflectionProbe RegisterUnityClass("Core"); //44. Renderer RegisterUnityClass("Core"); //45. RenderSettings RegisterUnityClass("Core"); //46. RenderTexture RegisterUnityClass("Core"); //47. ResourceManager RegisterUnityClass("Core"); //48. RuntimeInitializeOnLoadManager RegisterUnityClass("Core"); //49. ScriptMapper RegisterUnityClass("Core"); //50. Shader RegisterUnityClass("Core"); //51. Skybox RegisterUnityClass("Core"); //52. Sprite RegisterUnityClass("Core"); //53. SpriteAtlas 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. BoxCollider RegisterUnityClass("Physics"); //63. Collider RegisterUnityClass("Physics"); //64. MeshCollider RegisterUnityClass("Physics"); //65. PhysicsManager RegisterUnityClass("Physics"); //66. Rigidbody RegisterUnityClass("Physics"); //67. TextRendering::Font RegisterUnityClass("TextRendering"); //68. UI::Canvas RegisterUnityClass("UI"); //69. UI::CanvasGroup RegisterUnityClass("UI"); //70. UI::CanvasRenderer RegisterUnityClass("UI"); //71. UnityConnectSettings RegisterUnityClass("UnityConnect"); }