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YAML Class ID Reference

Discussion in 'Documentation' started by mleesago, Oct 27, 2017.

  1. mleesago

    mleesago

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    Recently have encountered "Could not produce class with ID 255" runtime error. The project enables "Strip Engine Code". I have searched through YAML Class ID Reference documentation but couldn't find class name that has ID of 255. Could someone help me find this class name? Even for future reference, it would help if someone can tell me how I would find these class IDs that are not documented.
     
  2. superpig

    superpig

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    Class 255 is FixedJoint2D.
     
  3. coreystpierre1

    coreystpierre1

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    I have a similar issue, but for ID 331. What class has ID 331? The docs do not contain a reference to it.
     
  4. superpig

    superpig

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    331 is SpriteMask.
     
  5. coreystpierre1

    coreystpierre1

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    Thank you very much!
     
  6. Deleted User

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    @superpig The YAML Reference page doesn't seem very up to date. I couldn't find SpiteMask in there. Right now I have the problem of my Standalone app to not produce class ID 362. Is it possible to look them all up by myself, or is this the post to ask for missing IDs?

    Ayways, what is 362?
     
  7. superpig

    superpig

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  8. Deleted User

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    Guest

    Thanks a bunch, that was it. Where did you get the information?
    Is it considered a bug that having one in the scene and building for Windows Standalone for server purposes generates the error "Could not produce class with ID 362" and crashes with crash dump on closing?
     
  9. superpig

    superpig

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    I looked it up in the source code.

    So, the crash on closing is certainly something that should not happen. As for whether the error should be produced - given that WorldAnchor is part of UnityEngine.XR.WSA, I assume it is only available when building for Universal Windows Platform, and not for Windows Standalone - but a better error message would not go amiss. I'll point the XR team at this thread, so we can see if they already know about this.
     
  10. IOZO

    IOZO

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    How can we get the missing IDs by ourselves when it's not documented ?
     
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  11. superpig

    superpig

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    Hmm... you'd need to use reflection, but the best way is probably to call UnityEditor.UnityType.FindTypeByPersistentTypeID(), and then check the name property of the result.
     
  12. Deleted User

    Deleted User

    Guest

    Seems the crash does not come from the Wo
    That was the last answer to my questions :) thanks
     
  13. zzgrzyt

    zzgrzyt

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    Alternatively, if you force text serialization, you can search your way to the problematic class, which is what I usually do.

    Code (CSharp):
    1. $ ag -G "\.(unity|prefab|asset)$" -C 2 -w "331" Assets/
    2. Assets/Game/Something/MyScene.unity
    3. 15723-  m_RootOrder: 4
    4. 15724-  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
    5. 15725:--- !u!331 &1229346169
    6. 15726-SpriteMask:
    7. 15727-  m_ObjectHideFlags: 0
    8.  
    And bam - there we go, 331 is SpriteMask. This is probably less reliable than using reflection, but much much faster, and so far has always worked for me :)
     
  14. Deleted User

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    Awesome, two solutions at once.
     
  15. MacroPinch

    MacroPinch

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    Hi,
    I've used reflection and FindTypeByPersistentTypeID to find the names of most classes I needed, but there is one special class, which name is different (I guess) in the Editor and in iOS. It's class id 91. FindTypeByPersistentTypeID returns "AnimatorController", but this class is only available in the Editor and I guess id 91 is being assigned to another class when exporting for iOS. Unfortunately, FindTypeByPersistentTypeID can be called only in the Editor, so I can't see which class is assigned to id 91 during runtime. Can you help?
    Or maybe there is AnimatorController, but it is not in the default UnityEngine namespace? The docs don't say anything.
     
  16. Baste

    Baste

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    At runtime, AnimatorControllers are represented as a RuntimeAnimatorController. It might be that?
     
  17. MacroPinch

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    When I put UnityEngine.RuntimeAnimatorController in link.xml it still reports that class id 91 is missing.
     
  18. Deleted User

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    @MacroPinch I don't think it's reassigned by a different class. Even the call FindTypeByPersistentTypeID has "persistent" in it. How persistent would that be if 91 would be some other class all of a sudden. The closest explanation I have for that is. All classes get an ID assigned to them that stays that way and if the class is stripped out, so be it.
     
  19. superpig

    superpig

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    It is indeed the AnimatorController class. RuntimeAnimatorController is 93.
     
  20. MacroPinch

    MacroPinch

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    I've tried putting several combinations, which include AnimatorController in link.xml, but still get the following warning:

    Could not produce class with ID 91.
    This could be caused by a class being stripped from the build even though it is needed. Try disabling 'Strip Engine Code' in Player Settings.

    This is Unity 2018.1.6f1

    Here's my link.xml:

    <linker>
    <assembly fullname="UnityEngine">
    <type fullname="UnityEngine.Avatar" preserve="all"/>
    <type fullname="UnityEngine.Rendering.SortingGroup" preserve="all"/>
    <type fullname="UnityEngine.FlareLayer" preserve="all"/>
    <type fullname="UnityEngine.U2D.SpriteAtlas" preserve="all"/>

    <type fullname="UnityEditor.Animations.AnimatorController" preserve="all"/>
    <type fullname="UnityEditor.AnimatorController" preserve="all"/>
    <type fullname="UnityEngine.Animations.AnimatorController" preserve="all"/>
    <type fullname="UnityEngine.AnimatorController" preserve="all"/>
    </assembly>
    </linker>
     
  21. MacroPinch

    MacroPinch

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    Also tried creating another assembly element for Unity editor

    <assembly fullname="UnityEditor">
    <type fullname="UnityEditor.Animations.AnimatorController" preserve="all"/>
    </assembly>

    but then the export fails with an exception

    Failed running /Applications/Unity/Unity.app/Contents/il2cpp/build/UnityLinker.exe --api=NET_4_6 -out="/Users/batko/Projects/project9/unity/Temp/StagingArea/Data/Managed/tempStrip" -l=none -c=link --link-symbols -x="/Applications/Unity/PlaybackEngines/iOSSupport/Whitelists/Core.xml" -f="/Applications/Unity/Unity.app/Contents/il2cpp/LinkerDescriptors" -x "/Users/batko/Projects/project9/unity/Temp/StagingArea/Data/Managed/../platform_native_link.xml" -x "/var/folders/f_/sgs_gnxd1m12fmdzscgtwfw80000gn/T/tmp6570e755.tmp" -x "/var/folders/f_/sgs_gnxd1m12fmdzscgtwfw80000gn/T/tmp1cd467d3.tmp" -x "/var/folders/f_/sgs_gnxd1m12fmdzscgtwfw80000gn/T/tmp59f592a7.tmp" -x "/Applications/Unity/Unity.app/Contents/il2cpp/LinkerDescriptors/System45.xml" -x "/Applications/Unity/Unity.app/Contents/il2cpp/LinkerDescriptors/mscorlib45.xml" -x "/Users/batko/Projects/project9/unity/Assets/link.xml" -d "/Users/batko/Projects/project9/unity/Temp/StagingArea/Data/Managed" -a "/Users/batko/Projects/project9/unity/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" -a "/Users/batko/Projects/project9/unity/Temp/StagingArea/Data/Managed/Unity.TextMeshPro.dll" -a "/Users/batko/Projects/project9/unity/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll" -a "/Users/batko/Projects/project9/unity/Temp/StagingArea/Data/Managed/NestedPrefabs.dll" -a "/Users/batko/Projects/project9/unity/Temp/StagingArea/Data/Managed/DOTween.dll" -a "/Users/batko/Projects/project9/unity/Temp/StagingArea/Data/Managed/Rewired_Core.dll"

    stdout:
    Fatal error in Unity CIL Linker
    Mono.Linker.Steps.XmlResolutionException: Unable to find the file for the assembly named 'UnityEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' specified in link file '/Users/batko/Projects/project9/unity/Assets/link.xml'. Should this assembly be in the project? Use the 'ignoreIfMissing="1"' attribute if this assembly may not always exist. ---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'UnityEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' ---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'UnityEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
    at Unity.Linker.LocalDirectoryAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name, Mono.Cecil.ReaderParameters parameters) [0x00076] in <f8d0909297b849a9be283c981f3ca21a>:0
    at Unity.Linker.UnityAssemblyResolver.Resolve (Mono.Cecil.AssemblyNameReference name, Mono.Cecil.ReaderParameters parameters) [0x0001a] in <f8d0909297b849a9be283c981f3ca21a>:0
    at Mono.Linker.LinkContext.Resolve (Mono.Cecil.IMetadataScope scope) [0x00009] in <595db02836e14929974068a4ba156176>:0
    --- End of inner exception stack trace ---
    at Mono.Linker.LinkContext.Resolve (Mono.Cecil.IMetadataScope scope) [0x00048] in <595db02836e14929974068a4ba156176>:0
    at Mono.Linker.Steps.ResolveFromXmlStep.GetAssembly (Mono.Linker.LinkContext context, Mono.Cecil.AssemblyNameReference assemblyName) [0x00001] in <595db02836e14929974068a4ba156176>:0
    at Unity.Linker.Steps.UnityResolveFromXmlStep.ProcessAssemblies (Mono.Linker.LinkContext context, System.Xml.XPath.XPathNodeIterator iterator) [0x00015] in <f8d0909297b849a9be283c981f3ca21a>:0
    --- End of inner exception stack trace ---
    at Unity.Linker.Steps.UnityResolveFromXmlStep.ProcessAssemblies (Mono.Linker.LinkContext context, System.Xml.XPath.XPathNodeIterator iterator) [0x00073] in <f8d0909297b849a9be283c981f3ca21a>:0
    at Mono.Linker.Steps.ResolveFromXmlStep.Process () [0x0003f] in <595db02836e14929974068a4ba156176>:0
    at Mono.Linker.Steps.BaseStep.Process (Mono.Linker.LinkContext context) [0x00018] in <595db02836e14929974068a4ba156176>:0
    at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00020] in <595db02836e14929974068a4ba156176>:0
    at Unity.Linker.UnityDriver.Run () [0x00086] in <f8d0909297b849a9be283c981f3ca21a>:0
    at Unity.Linker.UnityDriver.RunDriverWithoutErrorHandling () [0x00001] in <f8d0909297b849a9be283c981f3ca21a>:0

    at Unity.Linker.UnityDriver.RunDriver () [0x00002] in <f8d0909297b849a9be283c981f3ca21a>:0
    stderr:
    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:89)
    UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String[], String[], String, String, String&, String&, String, IIl2CppPlatformProvider, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:82)
    UnityEditorInternal.AssemblyStripper:RunAssemblyStripper(IEnumerable, String, String[], String[], String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:203)
    UnityEditorInternal.AssemblyStripper:StripAssemblies(String, IIl2CppPlatformProvider, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:113)
    UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:154)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
    UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
    UnityEditorHelper.BundleManager:<startup>b__5_0(BuildPlayerOptions)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)






    Exception: /Applications/Unity/Unity.app/Contents/il2cpp/build/UnityLinker.exe did not run properly!
    UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130)
    UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:73)
    UnityEditorInternal.AssemblyStripper.RunAssemblyLinker (System.Collections.Generic.IEnumerable`1[T] args, System.String& out, System.String& err, System.String linkerPath, System.String workingDirectory) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:89)
    UnityEditorInternal.AssemblyStripper.StripAssembliesTo (System.String[] assemblies, System.String[] searchDirs, System.String outputFolder, System.String workingDirectory, System.String& output, System.String& error, System.String linkerPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Collections.Generic.IEnumerable`1[T] additionalBlacklist) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:82)
    UnityEditorInternal.AssemblyStripper.RunAssemblyStripper (System.Collections.IEnumerable assemblies, System.String managedAssemblyFolderPath, System.String[] assembliesToStrip, System.String[] searchDirs, System.String monoLinkerPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:203)
    UnityEditorInternal.AssemblyStripper.StripAssemblies (System.String managedAssemblyFolderPath, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, UnityEditor.RuntimeClassRegistry rcr) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/AssemblyStripper.cs:113)
    UnityEditorInternal.IL2CPPBuilder.Run () (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:154)
    UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:35)
    UnityEditor.iOS.PostProcessiPhonePlayer.CrossCompileManagedDlls (UnityEditor.iOS.PostProcessiPhonePlayer+BuildSettings bs, UnityEditor.iOS.PostProcessiPhonePlayer+ProjectPaths paths, UnityEditor.AssemblyReferenceChecker checker, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:801)
    UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.PostProcessiPhonePlayer+BuildSettings bs, UnityEditor.iOS.PostProcessiPhonePlayer+ProjectPaths paths, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:637)
    UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.PostProcessorSettings postProcessorSettings, UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:590)
    UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:37)
    UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27)
    UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:285)
    UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions)
    UnityEditorHelper.BundleManager:<startup>b__5_0(BuildPlayerOptions)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
  22. superpig

    superpig

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    There shouldn't be any AnimatorController objects in files that you load at runtime. What are you doing when you get the error?
     
  23. MacroPinch

    MacroPinch

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    This happens during the initialization of of the app. More specifically while loading an asset bundle, which contains prefabs and scriptable objects.
     
  24. superpig

    superpig

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    It sounds like somehow your AssetBundle contains an AnimatorController object, rather than the RuntimeAnimatorController object that it should contain. Assuming you're not doing anything particularly weird in how you build your bundle, you probably need to file a bug report.
     
  25. indexar

    indexar

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    I found this information that helped me fix a similar issue, related to class ID 91:
    https://forum.unity.com/threads/asset-bundle-and-code-stripping.380619/#post-2474355
    I proceeded with creating a scene that I never load, but include in the player build, containing all classes that I expect to use in asset bundles, including an AnimatorController. This fixes my local problem, with the current asset bundle, but I'm still looking for a more robust solution.
    I'm investigating "Strip Engine Code" as this more robust solution, but when I disable it for now I get a crash during startup, in UnityInitApplicationNoGraphics (I currently use 2018.2.2f1), but there seems to be a fix in more recent releases. I will update and check when I get the chance.
     
  26. indexar

    indexar

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    Deleted User likes this.
  27. anuragaofl

    anuragaofl

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    @MacroPinch Did you ever figure out how to resolve the missing YAML ID 91 at runtime?
     
  28. AceJiang

    AceJiang

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    Dec 14, 2019
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    @superpig Could not produce class with ID 329?
     
  29. superpig

    superpig

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    329 is VideoClip.
     
  30. AceJiang

    AceJiang

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    @superpig Could not produce class with ID 86?Thank you very much.
     
  31. superpig

    superpig

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    86 is CustomRenderTexture.
     
  32. superpig

    superpig

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    Here's the list of most classID -> class name mappings for IDs 1 through 999, as of 2020.1.0a19.

    I stripped out a few internal ones, and some of the newer objects won't be on this list because they have randomized high IDs instead of the old sequential low IDs... but hopefully this will answer a majority of questions about IDs going forward.

    1: GameObject
    2: Component
    3: LevelGameManager
    4: Transform
    5: TimeManager
    6: GlobalGameManager
    8: Behaviour
    9: GameManager
    11: AudioManager
    13: InputManager
    18: EditorExtension
    19: Physics2DSettings
    20: Camera
    21: Material
    23: MeshRenderer
    25: Renderer
    27: Texture
    28: Texture2D
    29: OcclusionCullingSettings
    30: GraphicsSettings
    33: MeshFilter
    41: OcclusionPortal
    43: Mesh
    45: Skybox
    47: QualitySettings
    48: Shader
    49: TextAsset
    50: Rigidbody2D
    53: Collider2D
    54: Rigidbody
    55: PhysicsManager
    56: Collider
    57: Joint
    58: CircleCollider2D
    59: HingeJoint
    60: PolygonCollider2D
    61: BoxCollider2D
    62: PhysicsMaterial2D
    64: MeshCollider
    65: BoxCollider
    66: CompositeCollider2D
    68: EdgeCollider2D
    70: CapsuleCollider2D
    72: ComputeShader
    74: AnimationClip
    75: ConstantForce
    78: TagManager
    81: AudioListener
    82: AudioSource
    83: AudioClip
    84: RenderTexture
    86: CustomRenderTexture
    89: Cubemap
    90: Avatar
    91: AnimatorController
    93: RuntimeAnimatorController
    94: ScriptMapper
    95: Animator
    96: TrailRenderer
    98: DelayedCallManager
    102: TextMesh
    104: RenderSettings
    108: Light
    109: CGProgram
    110: BaseAnimationTrack
    111: Animation
    114: MonoBehaviour
    115: MonoScript
    116: MonoManager
    117: Texture3D
    118: NewAnimationTrack
    119: Projector
    120: LineRenderer
    121: Flare
    122: Halo
    123: LensFlare
    124: FlareLayer
    125: HaloLayer
    126: NavMeshProjectSettings
    128: Font
    129: PlayerSettings
    134: PhysicMaterial
    135: SphereCollider
    136: CapsuleCollider
    137: SkinnedMeshRenderer
    138: FixedJoint
    141: BuildSettings
    142: AssetBundle
    143: CharacterController
    144: CharacterJoint
    145: SpringJoint
    146: WheelCollider
    147: ResourceManager
    150: PreloadData
    152: MovieTexture
    153: ConfigurableJoint
    154: TerrainCollider
    156: TerrainData
    157: LightmapSettings
    158: WebCamTexture
    159: EditorSettings
    162: EditorUserSettings
    164: AudioReverbFilter
    165: AudioHighPassFilter
    166: AudioChorusFilter
    167: AudioReverbZone
    168: AudioEchoFilter
    169: AudioLowPassFilter
    170: AudioDistortionFilter
    171: SparseTexture
    180: AudioBehaviour
    181: AudioFilter
    182: WindZone
    183: Cloth
    184: SubstanceArchive
    185: ProceduralMaterial
    186: ProceduralTexture
    187: Texture2DArray
    188: CubemapArray
    191: OffMeshLink
    192: OcclusionArea
    193: Tree
    194: NavMeshObsolete
    195: NavMeshAgent
    196: NavMeshSettings
    198: ParticleSystem
    199: ParticleSystemRenderer
    200: ShaderVariantCollection
    205: LODGroup
    206: BlendTree
    207: Motion
    208: NavMeshObstacle
    210: SortingGroup
    212: SpriteRenderer
    213: Sprite
    214: CachedSpriteAtlas
    215: ReflectionProbe
    218: Terrain
    220: LightProbeGroup
    221: AnimatorOverrideController
    222: CanvasRenderer
    223: Canvas
    224: RectTransform
    225: CanvasGroup
    226: BillboardAsset
    227: BillboardRenderer
    228: SpeedTreeWindAsset
    229: AnchoredJoint2D
    230: Joint2D
    231: SpringJoint2D
    232: DistanceJoint2D
    233: HingeJoint2D
    234: SliderJoint2D
    235: WheelJoint2D
    236: ClusterInputManager
    237: BaseVideoTexture
    238: NavMeshData
    240: AudioMixer
    241: AudioMixerController
    243: AudioMixerGroupController
    244: AudioMixerEffectController
    245: AudioMixerSnapshotController
    246: PhysicsUpdateBehaviour2D
    247: ConstantForce2D
    248: Effector2D
    249: AreaEffector2D
    250: PointEffector2D
    251: PlatformEffector2D
    252: SurfaceEffector2D
    253: BuoyancyEffector2D
    254: RelativeJoint2D
    255: FixedJoint2D
    256: FrictionJoint2D
    257: TargetJoint2D
    258: LightProbes
    259: LightProbeProxyVolume
    271: SampleClip
    272: AudioMixerSnapshot
    273: AudioMixerGroup
    290: AssetBundleManifest
    300: RuntimeInitializeOnLoadManager
    319: AvatarMask
    320: PlayableDirector
    328: VideoPlayer
    329: VideoClip
    330: ParticleSystemForceField
    331: SpriteMask
    362: WorldAnchor
    363: OcclusionCullingData
     
  33. Whiteleg

    Whiteleg

    Joined:
    Feb 5, 2020
    Posts:
    3
    Best solution)_