| void WriteFloats(const AnimationStream& stream, const NativeArray<UnityEngine.Animations.PropertyStreamHandle>& handles, const NativeArray<System.Single>& buffer, bool useMask) | PublicStatic | | 0x38 |
| void ReadFloats(const AnimationStream& stream, const NativeArray<UnityEngine.Animations.PropertyStreamHandle>& handles, const NativeArray<System.Single>& buffer) | PublicStatic | | 0x38 |
| void ReadStreamFloatsInternal(const AnimationStream&& stream, const Void*& propertyStreamHandles, const Void*& floatBuffer, int count) | PrivateStatic | | 0x38 |
| void WriteStreamFloatsInternal(const AnimationStream&& stream, const Void*& propertyStreamHandles, const Void*& floatBuffer, int count, bool useMask) | PrivateStatic | | 0x38 |