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_GameCenter(); RegisterModule_GameCenter(); void RegisterModule_GraphicsStateCollectionSerializer(); RegisterModule_GraphicsStateCollectionSerializer(); void RegisterModule_Grid(); RegisterModule_Grid(); void RegisterModule_HierarchyCore(); RegisterModule_HierarchyCore(); void RegisterModule_IMGUI(); RegisterModule_IMGUI(); void RegisterModule_ImageConversion(); RegisterModule_ImageConversion(); void RegisterModule_Input(); RegisterModule_Input(); void RegisterModule_InputLegacy(); RegisterModule_InputLegacy(); void RegisterModule_InputForUI(); RegisterModule_InputForUI(); void RegisterModule_JSONSerialize(); RegisterModule_JSONSerialize(); 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_SpriteMask(); RegisterModule_SpriteMask(); void RegisterModule_Subsystems(); RegisterModule_Subsystems(); void RegisterModule_Terrain(); RegisterModule_Terrain(); void RegisterModule_TextRendering(); RegisterModule_TextRendering(); void RegisterModule_TextCoreFontEngine(); RegisterModule_TextCoreFontEngine(); void RegisterModule_TextCoreTextEngine(); RegisterModule_TextCoreTextEngine(); void RegisterModule_Tilemap(); RegisterModule_Tilemap(); void RegisterModule_UI(); RegisterModule_UI(); void RegisterModule_UIElements(); RegisterModule_UIElements(); void RegisterModule_UnityAnalyticsCommon(); RegisterModule_UnityAnalyticsCommon(); void RegisterModule_VFX(); RegisterModule_VFX(); void RegisterModule_XR(); RegisterModule_XR(); void RegisterModule_VR(); RegisterModule_VR(); } 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 AudioResource; 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 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 Collider; template <> void RegisterUnityClass(const char*); class PhysicsManager; template <> void RegisterUnityClass(const char*); class Collider2D; template <> void RegisterUnityClass(const char*); class EdgeCollider2D; template <> void RegisterUnityClass(const char*); class Physics2DSettings; template <> void RegisterUnityClass(const char*); class PolygonCollider2D; template <> void RegisterUnityClass(const char*); class Rigidbody2D; 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*); 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 VFXRenderer; 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: 92 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. AudioResource RegisterUnityClass("Audio"); //9. SampleClip RegisterUnityClass("Audio"); //10. Behaviour RegisterUnityClass("Core"); //11. BuildSettings RegisterUnityClass("Core"); //12. Camera RegisterUnityClass("Core"); //13. 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. LODGroup RegisterUnityClass("Core"); //25. LevelGameManager RegisterUnityClass("Core"); //26. Light RegisterUnityClass("Core"); //27. LightProbeProxyVolume RegisterUnityClass("Core"); //28. LightProbes RegisterUnityClass("Core"); //29. LightingSettings RegisterUnityClass("Core"); //30. LightmapSettings RegisterUnityClass("Core"); //31. LineRenderer RegisterUnityClass("Core"); //32. LowerResBlitTexture RegisterUnityClass("Core"); //33. Material RegisterUnityClass("Core"); //34. Mesh RegisterUnityClass("Core"); //35. MeshFilter RegisterUnityClass("Core"); //36. MeshRenderer RegisterUnityClass("Core"); //37. MonoBehaviour RegisterUnityClass("Core"); //38. MonoManager RegisterUnityClass("Core"); //39. MonoScript RegisterUnityClass("Core"); //40. NamedObject RegisterUnityClass("Core"); //41. Object //Skipping Object //42. PlayerSettings RegisterUnityClass("Core"); //43. PreloadData RegisterUnityClass("Core"); //44. QualitySettings RegisterUnityClass("Core"); //45. RayTracingShader RegisterUnityClass("Core"); //46. RectTransform RegisterUnityClass("Core"); //47. ReflectionProbe RegisterUnityClass("Core"); //48. RenderSettings RegisterUnityClass("Core"); //49. RenderTexture RegisterUnityClass("Core"); //50. Renderer RegisterUnityClass("Core"); //51. ResourceManager RegisterUnityClass("Core"); //52. RuntimeInitializeOnLoadManager RegisterUnityClass("Core"); //53. Shader RegisterUnityClass("Core"); //54. ShaderNameRegistry RegisterUnityClass("Core"); //55. Skybox RegisterUnityClass("Core"); //56. SortingGroup RegisterUnityClass("Core"); //57. Sprite RegisterUnityClass("Core"); //58. SpriteAtlas RegisterUnityClass("Core"); //59. SpriteRenderer RegisterUnityClass("Core"); //60. TagManager RegisterUnityClass("Core"); //61. TextAsset RegisterUnityClass("Core"); //62. Texture RegisterUnityClass("Core"); //63. Texture2D RegisterUnityClass("Core"); //64. Texture2DArray RegisterUnityClass("Core"); //65. Texture3D RegisterUnityClass("Core"); //66. TimeManager RegisterUnityClass("Core"); //67. TrailRenderer RegisterUnityClass("Core"); //68. Transform RegisterUnityClass("Core"); //69. GridLayout RegisterUnityClass("Grid"); //70. Collider RegisterUnityClass("Physics"); //71. PhysicsManager RegisterUnityClass("Physics"); //72. Collider2D RegisterUnityClass("Physics2D"); //73. EdgeCollider2D RegisterUnityClass("Physics2D"); //74. Physics2DSettings RegisterUnityClass("Physics2D"); //75. PolygonCollider2D RegisterUnityClass("Physics2D"); //76. Rigidbody2D RegisterUnityClass("Physics2D"); //77. SpriteShapeRenderer RegisterUnityClass("SpriteShape"); //78. Terrain RegisterUnityClass("Terrain"); //79. TerrainData RegisterUnityClass("Terrain"); //80. Font RegisterUnityClass("TextRendering"); //81. Tilemap RegisterUnityClass("Tilemap"); //82. TilemapRenderer RegisterUnityClass("Tilemap"); //83. Canvas RegisterUnityClass("UI"); //84. CanvasGroup RegisterUnityClass("UI"); //85. CanvasRenderer RegisterUnityClass("UI"); //86. UIRenderer RegisterUnityClass("UIElements"); //87. VFXManager RegisterUnityClass("VFX"); //88. VFXRenderer RegisterUnityClass("VFX"); //89. VisualEffect RegisterUnityClass("VFX"); //90. VisualEffectAsset RegisterUnityClass("VFX"); //91. VisualEffectObject RegisterUnityClass("VFX"); }