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37 lines (33 loc) · 1.87 KB
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<!--
Project-side link.xml that forwards to the audience SDK's preservation rules.
The SDK ships its own src/Packages/Audience/link.xml, but Unity's linker
discovery skips it when the package is embedded via a "file:" path that
points outside the project tree (which is how the sample project loads
the SDK during development). Mirroring the rules here keeps the
Immutable.Audience.Unity assembly alive so [RuntimeInitializeOnLoadMethod]
hooks fire under IL2CPP with stripping High.
-->
<linker>
<assembly fullname="Immutable.Audience.Runtime" preserve="all" />
<assembly fullname="Immutable.Audience.Unity" preserve="all" />
<assembly fullname="System.Net.Http">
<type fullname="System.Net.Http.HttpClient" preserve="all" />
<type fullname="System.Net.Http.HttpClientHandler" preserve="all" />
<type fullname="System.Net.Http.HttpMessageHandler" preserve="all" />
<type fullname="System.Net.Http.HttpRequestMessage" preserve="all" />
<type fullname="System.Net.Http.HttpResponseMessage" preserve="all" />
<type fullname="System.Net.Http.StringContent" preserve="all" />
<type fullname="System.Net.Http.ByteArrayContent" preserve="all" />
<type fullname="System.Net.Http.Headers.MediaTypeHeaderValue" preserve="all" />
</assembly>
<assembly fullname="System.IO.Compression">
<type fullname="System.IO.Compression.GZipStream" preserve="all" />
<type fullname="System.IO.Compression.CompressionLevel" preserve="all" />
</assembly>
<!-- Steam auto-detection; mirrors SDK link.xml. Ignored if Steamworks is not present. -->
<assembly fullname="com.rlabrecque.steamworks.net" preserve="all" />
<assembly fullname="Steamworks.NET" preserve="all" />
<assembly fullname="Facepunch.Steamworks.Posix" preserve="all" />
<assembly fullname="Facepunch.Steamworks.Win64" preserve="all" />
<assembly fullname="Facepunch.Steamworks.Win32" preserve="all" />
</linker>