Controlled Stripping

I saw a 2-post thread about this in the wish list, but I find it hard to imagine that by now there is now way to precisely handle stripping levels.

Basically, I’m looking for something that will allow me to tell Unity which bits I don’t want to be stripped. Something like [DoNotStript].

Is there a way to do this?

i’m a little unsure about what your asking for. Is it stripping classes out?

No, not at this time. The optimising compiler should remove most unused functions (but not all, some are protected by Unity), and any assets not directly referenced should also be removed. Of course, that said, someone will pipe up and say “yeah, but in this particular instance I have this asset that isn’t stripped out.”

So with some help/digging, I found out about using list.xml to prevent things from being stripped - however I’m still pretty noobish when it comes to programming.

I’m getting “EXC_BAD_ACCESS” errors in XCode with this function:

	void UpdateRelativeAirVelocity () {
		//Convert global-space velocity to local-space (relative-space)
		relativeAirVelocity = airfoilObject.InverseTransformDirection(birdPhysicsHandler.totalGlobalAirVelocity);
	}

Since “InverseTransformDirection” is the only thing in there that I could imagine being stripped, I assume that’s the problem.

So I tried doing this:





However, I’m still getting the same error. So my guess would be that I’m not doing the XML file properly (this is my first time using xml for anything).

Any ideas?