Managed bytecode stripping removes unused code from managed assemblies (DLLs). The process works by defining root assemblies, then using static code analysis to determine what other managed code those root assemblies use. Any code that is not reachable is removed. Bytecode stripping will not obfuscate code, nor will it modify code that is used in any way.
For a given Unity player build, the root assemblies are those compiled by the Unity Editor from script code (for example, Assembly-CSharp.dll). Any assemblies compiled from script code will not be stripped, but other assemblies will. This includes:
Managed bytecode stripping is always enabled when the IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building Projects for some platforms. More info
See in Glossary scripting backendA framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info
See in Glossary is used. In this case, the Stripping Level option is replaced with a Boolean option named Strip Engine Code. If this option is enabled, unused modules and classes in the native Unity Engine code will be also removed. If it is disabled, all of the modules and classes in the native Unity Engine code will be preserved.
The link.xml file (described below) can be used to effectively disable bytecode stripping by preserving both types and full assemblies. For example, to prevent the System assembly from being stripped, the following link.xml file can be used:
<linker> <assembly fullname="System" preserve="all"/> </linker>
Stripping depends highly on static code analysis and sometimes this can’t be done effectively, especially when dynamic features like reflection are used. In such cases, it is necessary to give some hints as to which classes shouldn’t be touched. Unity supports a per-project custom stripping blacklist. Using the blacklist is a simple matter of creating a link.xml file and placing it into the AssetsAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary folder (or any subdirectory of Assets). An example of the contents of the link.xml file follows. Classes marked for preservation will not be affected by stripping:
<linker> <assembly fullname="System.Web.Services"> <type fullname="System.Web.Services.Protocols.SoapTypeStubInfo" preserve="all"/> </assembly> <assembly fullname="System"> <type fullname="System.Net.Configuration.WebRequestModuleHandler" preserve="all"/> <type fullname="System.Net.HttpRequestCreator" preserve="all"/> <type fullname="System.Net.FileWebRequestCreator" preserve="all"/> </assembly> <assembly fullname="mscorlib"> <type fullname="System.AppDomain" preserve="fields"/> <type fullname="System.InvalidOperationException" preserve="fields"> <method signature="System.Void .ctor()"/> </type> <type fullname="System.Object" preserve="nothing"> <method name="Finalize"/> </type> </assembly> </linker>
A project can include multiple link.xml files. Each link.xml file can specify a number of different options. The assembly element indicates the managed assembly where the nested directives should apply.
The type element is used to indicate how a specific type should be handled. It must be a child of the assembly element. The fullname attribute can accept the ‘*’ wild card to match one or more characters.
The preserve attribute can take on one of three values:
The method element is used to indicate that a specific method should be preserved. It must be a child of the type element. The method can be specified by name or by signature.
In addition to the link.xml file, the C#
[Preserve] attribute can be used in source code to prevent the linker from stripping that code. This attribute behaves slightly differently than corresponding entries in a link.xml file:
[Preserve]attribute were on each type)
The stripped assemblies are output to a directory below the Temp directory in the project (the exact location varies depending on the target platform). The original, unstripped assemblies are available in the not-stripped directory in the same location as the stripped assemblies. A tool like ILSpy can be used to inspect the stripped and unstripped assemblies to determine what parts of the code were removed.
2017–09–01 Page amended with limited editorial review
2017–05–26 - Documentation-only update in Unity User Manual for Unity 5.6
2017–09–01 - Added advice on using C#
[Preserve] attribute for Unity 2017.1
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