| Type get_ProBuilderMeshType() | PublicStatic+1 flags | | 0x08 |
| void set_ProBuilderMeshType(Type value) | PrivateStatic+1 flags | | 0x08 |
| PropertyInfo get_ProBuilderPositionsProperty() | PublicStatic+1 flags | | 0x08 |
| void set_ProBuilderPositionsProperty(PropertyInfo value) | PrivateStatic+1 flags | | 0x08 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |
| void FindProBuilderObjectType() | PublicStatic | | 0x00 |
| void Restart(Stopwatch stopwatch) | PublicStatic | | 0x08 |
| bool Contains(const Bounds& bounds, const Bounds& other) | PublicStatic | | 0x18 |
| Bounds TransformBounds(Transform transform, const Bounds& localBounds) | PublicStatic | | 0x18 |
| Bounds InverseTransformBounds(Transform transform, const Bounds& worldBounds) | PublicStatic | | 0x18 |
| void SetLayerRecursive(GameObject gameObject, int layer) | PublicStatic | | 0x08 |
| void Destroy(Object obj) | PublicStatic | | 0x08 |
| string GetUniqueName(const string& name, IEnumerable<System.String> usedNames) | PublicStatic | | 0x08 |
| Bounds CombineBounds(const Bounds[]& bounds) | PublicStatic | | 0x18 |
| Bounds CalculateProxyBounds(GameObject prefab, bool ignoreSpriteRendererBounds, const Vector3& upVector) | PublicStatic | | 0x18 |
| Bounds CalculateObjectBounds(GameObject obj, bool includeInactive, bool ignoreSpriteRenderers, bool ignoreTriggerColliders) | PublicStatic | | 0x18 |
| void PositionObjectBySocket(GameObject objectA, GameObject socketA, GameObject socketB) | PublicStatic | | 0x08 |
| void PositionObjectBySocket(Transform objectA, Transform socketA, Transform socketB) | PublicStatic | | 0x08 |
| Vector3 GetCardinalDirection(const Vector3& direction, float magnitude) | PublicStatic | | 0x0C |
| Vector3 VectorAbs(const Vector3& vector) | PublicStatic | | 0x0C |
| void SetVector3Masked(const Vector3&& input, const Vector3& value, const Vector3& mask) | PublicStatic | | 0x0C |
| Bounds CondenseBounds(const Bounds& bounds, IEnumerable<DunGen.Doorway> doorways) | PublicStatic | | 0x18 |
| IEnumerable<T> GetComponentsInParents(GameObject obj, bool includeInactive) | PublicStatic | — | 0x08 |
| uint8 GetComponentInParents(GameObject obj, bool includeInactive) | PublicStatic | — | 0x08 |
| float CalculateOverlap(const Bounds& boundsA, const Bounds& boundsB) | PublicStatic | | 0x18 |
| Vector3 CalculatePerAxisOverlap(const Bounds& boundsA, const Bounds& boundsB) | PublicStatic | | 0x18 |