extern "C" void RegisterStaticallyLinkedModulesGranular() { void RegisterModule_SharedInternals(); RegisterModule_SharedInternals(); void RegisterModule_Core(); RegisterModule_Core(); void RegisterModule_Animation(); RegisterModule_Animation(); void RegisterModule_AssetBundle(); RegisterModule_AssetBundle(); void RegisterModule_Audio(); RegisterModule_Audio(); void RegisterModule_GraphicsStateCollectionSerializer(); RegisterModule_GraphicsStateCollectionSerializer(); void RegisterModule_Grid(); RegisterModule_Grid(); void RegisterModule_HierarchyCore(); RegisterModule_HierarchyCore(); void RegisterModule_HotReload(); RegisterModule_HotReload(); void RegisterModule_Input(); RegisterModule_Input(); void RegisterModule_InputLegacy(); RegisterModule_InputLegacy(); void RegisterModule_IMGUI(); RegisterModule_IMGUI(); void RegisterModule_InputForUI(); RegisterModule_InputForUI(); void RegisterModule_JSONSerialize(); RegisterModule_JSONSerialize(); void RegisterModule_ParticleSystem(); RegisterModule_ParticleSystem(); void RegisterModule_Physics(); RegisterModule_Physics(); void RegisterModule_Physics2D(); RegisterModule_Physics2D(); void RegisterModule_Properties(); RegisterModule_Properties(); void RegisterModule_RuntimeInitializeOnLoadManagerInitializer(); RegisterModule_RuntimeInitializeOnLoadManagerInitializer(); void RegisterModule_SpriteShape(); RegisterModule_SpriteShape(); void RegisterModule_Tilemap(); RegisterModule_Tilemap(); void RegisterModule_SpriteMask(); RegisterModule_SpriteMask(); void RegisterModule_TLS(); RegisterModule_TLS(); void RegisterModule_Terrain(); RegisterModule_Terrain(); 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_UnityAnalyticsCommon(); RegisterModule_UnityAnalyticsCommon(); void RegisterModule_Subsystems(); RegisterModule_Subsystems(); void RegisterModule_UnityWebRequest(); RegisterModule_UnityWebRequest(); void RegisterModule_UnityWebRequestAssetBundle(); RegisterModule_UnityWebRequestAssetBundle(); void RegisterModule_VFX(); RegisterModule_VFX(); void RegisterModule_VR(); RegisterModule_VR(); void RegisterModule_WebGL(); RegisterModule_WebGL(); void RegisterModule_XR(); RegisterModule_XR(); } 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 AssetBundle; template <> void RegisterUnityClass(const char*); class AudioBehaviour; template <> void RegisterUnityClass(const char*); class AudioClip; 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 AudioManager; template <> void RegisterUnityClass(const char*); class AudioMixer; template <> void RegisterUnityClass(const char*); class AudioResource; template <> void RegisterUnityClass(const char*); class AudioReverbFilter; template <> void RegisterUnityClass(const char*); class AudioSource; template <> void RegisterUnityClass(const char*); class Behaviour; template <> void RegisterUnityClass(const char*); class SampleClip; 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 LODGroup; template <> void RegisterUnityClass(const char*); class LevelGameManager; template <> void RegisterUnityClass(const char*); class Light; template <> void RegisterUnityClass(const char*); class LightProbeProxyVolume; 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*); class RayTracingShader; 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 Skybox; 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 GridLayout; 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 AnchoredJoint2D; template <> void RegisterUnityClass(const char*); class BoxCollider2D; template <> void RegisterUnityClass(const char*); class Collider2D; template <> void RegisterUnityClass(const char*); class EdgeCollider2D; template <> void RegisterUnityClass(const char*); class Joint2D; template <> void RegisterUnityClass(const char*); class Physics2DSettings; template <> void RegisterUnityClass(const char*); class PhysicsMaterial2D; template <> void RegisterUnityClass(const char*); class PolygonCollider2D; template <> void RegisterUnityClass(const char*); class Rigidbody2D; template <> void RegisterUnityClass(const char*); class SpringJoint2D; template <> void RegisterUnityClass(const char*); class SpriteMask; template <> void RegisterUnityClass(const char*); class SpriteShapeRenderer; template <> void RegisterUnityClass(const char*); class Terrain; template <> void RegisterUnityClass(const char*); class TerrainData; template <> void RegisterUnityClass(const char*); namespace TextRendering { class Font; } template <> void RegisterUnityClass(const char*); namespace TextRenderingPrivate { class TextMesh; } template <> void RegisterUnityClass(const char*); class Tilemap; template <> void RegisterUnityClass(const char*); class TilemapRenderer; 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*); class UIRenderer; template <> void RegisterUnityClass(const char*); class VFXManager; template <> void RegisterUnityClass(const char*); class VisualEffect; template <> void RegisterUnityClass(const char*); class VisualEffectAsset; template <> void RegisterUnityClass(const char*); class VisualEffectObject; template <> void RegisterUnityClass(const char*); void RegisterAllClasses() { void RegisterBuiltinTypes(); RegisterBuiltinTypes(); //Total: 109 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. AssetBundle RegisterUnityClass("AssetBundle"); //7. AudioBehaviour RegisterUnityClass("Audio"); //8. AudioClip RegisterUnityClass("Audio"); //9. AudioFilter RegisterUnityClass("Audio"); //10. AudioHighPassFilter RegisterUnityClass("Audio"); //11. AudioListener RegisterUnityClass("Audio"); //12. AudioManager RegisterUnityClass("Audio"); //13. AudioMixer RegisterUnityClass("Audio"); //14. AudioResource RegisterUnityClass("Audio"); //15. AudioReverbFilter RegisterUnityClass("Audio"); //16. AudioSource RegisterUnityClass("Audio"); //17. Behaviour RegisterUnityClass("Core"); //18. SampleClip RegisterUnityClass("Audio"); //19. BuildSettings RegisterUnityClass("Core"); //20. Camera RegisterUnityClass("Core"); //21. Component RegisterUnityClass("Core"); //22. ComputeShader RegisterUnityClass("Core"); //23. Cubemap RegisterUnityClass("Core"); //24. CubemapArray RegisterUnityClass("Core"); //25. DelayedCallManager RegisterUnityClass("Core"); //26. EditorExtension RegisterUnityClass("Core"); //27. GameManager RegisterUnityClass("Core"); //28. GameObject RegisterUnityClass("Core"); //29. GlobalGameManager RegisterUnityClass("Core"); //30. GraphicsSettings RegisterUnityClass("Core"); //31. InputManager RegisterUnityClass("Core"); //32. LODGroup RegisterUnityClass("Core"); //33. LevelGameManager RegisterUnityClass("Core"); //34. Light RegisterUnityClass("Core"); //35. LightProbeProxyVolume RegisterUnityClass("Core"); //36. LightProbes RegisterUnityClass("Core"); //37. LightingSettings RegisterUnityClass("Core"); //38. LightmapSettings RegisterUnityClass("Core"); //39. LineRenderer RegisterUnityClass("Core"); //40. LowerResBlitTexture RegisterUnityClass("Core"); //41. Material RegisterUnityClass("Core"); //42. Mesh RegisterUnityClass("Core"); //43. MeshFilter RegisterUnityClass("Core"); //44. MeshRenderer RegisterUnityClass("Core"); //45. MonoBehaviour RegisterUnityClass("Core"); //46. MonoManager RegisterUnityClass("Core"); //47. MonoScript RegisterUnityClass("Core"); //48. NamedObject RegisterUnityClass("Core"); //49. Object //Skipping Object //50. PlayerSettings RegisterUnityClass("Core"); //51. PreloadData RegisterUnityClass("Core"); //52. QualitySettings RegisterUnityClass("Core"); //53. RayTracingShader 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. Skybox RegisterUnityClass("Core"); //64. SortingGroup 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. GridLayout RegisterUnityClass("Grid"); //78. ParticleSystem RegisterUnityClass("ParticleSystem"); //79. ParticleSystemRenderer RegisterUnityClass("ParticleSystem"); //80. Collider RegisterUnityClass("Physics"); //81. PhysicsManager RegisterUnityClass("Physics"); //82. Rigidbody RegisterUnityClass("Physics"); //83. AnchoredJoint2D RegisterUnityClass("Physics2D"); //84. BoxCollider2D RegisterUnityClass("Physics2D"); //85. Collider2D RegisterUnityClass("Physics2D"); //86. EdgeCollider2D RegisterUnityClass("Physics2D"); //87. Joint2D RegisterUnityClass("Physics2D"); //88. Physics2DSettings RegisterUnityClass("Physics2D"); //89. PhysicsMaterial2D RegisterUnityClass("Physics2D"); //90. PolygonCollider2D RegisterUnityClass("Physics2D"); //91. Rigidbody2D RegisterUnityClass("Physics2D"); //92. SpringJoint2D RegisterUnityClass("Physics2D"); //93. SpriteMask RegisterUnityClass("SpriteMask"); //94. SpriteShapeRenderer RegisterUnityClass("SpriteShape"); //95. Terrain RegisterUnityClass("Terrain"); //96. TerrainData RegisterUnityClass("Terrain"); //97. Font RegisterUnityClass("TextRendering"); //98. TextMesh RegisterUnityClass("TextRendering"); //99. Tilemap RegisterUnityClass("Tilemap"); //100. TilemapRenderer RegisterUnityClass("Tilemap"); //101. Canvas RegisterUnityClass("UI"); //102. CanvasGroup RegisterUnityClass("UI"); //103. CanvasRenderer RegisterUnityClass("UI"); //104. UIRenderer RegisterUnityClass("UIElements"); //105. VFXManager RegisterUnityClass("VFX"); //106. VisualEffect RegisterUnityClass("VFX"); //107. VisualEffectAsset RegisterUnityClass("VFX"); //108. VisualEffectObject RegisterUnityClass("VFX"); }