| Vector3 ScreenToGuiPoint(Camera camera, const Vector3& point, float pixelsPerPoint) | Static+1 flags | — | 0x0C |
| bool FaceRaycast(const Ray& worldRay, ProBuilderMesh mesh, ref RaycastHit& hit, HashSet<UnityEngine.ProBuilder.Face> ignore) | Static+1 flags | — | 0x18 |
| bool FaceRaycast(const Ray& worldRay, ProBuilderMesh mesh, ref RaycastHit& hit, float distance, const CullingMode& cullingMode, HashSet<UnityEngine.ProBuilder.Face> ignore) | Static+1 flags | — | 0x18 |
| bool FaceRaycastBothCullModes(const Ray& worldRay, ProBuilderMesh mesh, ref SimpleTuple<UnityEngine.ProBuilder.Face& back, ref SimpleTuple<UnityEngine.ProBuilder.Face& front) | Static+1 flags | — | 0x18 |
| bool FaceRaycast(const Ray& InWorldRay, ProBuilderMesh mesh, ref List<UnityEngine.ProBuilder.RaycastHit>& hits, const CullingMode& cullingMode, HashSet<UnityEngine.ProBuilder.Face> ignore) | Static+1 flags | — | 0x18 |
| Ray InverseTransformRay(Transform transform, const Ray& InWorldRay) | Static+1 flags | — | 0x18 |
| bool MeshRaycast(const Ray& InWorldRay, GameObject gameObject, ref RaycastHit& hit, float distance) | Static+1 flags | — | 0x18 |
| bool MeshRaycast(const Ray& InRay, const Vector3[]& mesh, const int[]& triangles, ref RaycastHit& hit, float distance) | Static+1 flags | — | 0x18 |
| bool PointIsOccluded(Camera cam, ProBuilderMesh pb, const Vector3& worldPoint) | Static+1 flags | — | 0x0C |
| Quaternion GetRotation(ProBuilderMesh mesh, IEnumerable<System.Int32> indices) | PublicStatic | — | 0x10 |
| Quaternion GetFaceRotation(ProBuilderMesh mesh, const HandleOrientation& orientation, IEnumerable<UnityEngine.ProBuilder.Face> faces) | PublicStatic | — | 0x10 |
| Quaternion GetFaceRotation(ProBuilderMesh mesh, Face face) | PublicStatic | — | 0x10 |
| Quaternion GetEdgeRotation(ProBuilderMesh mesh, const HandleOrientation& orientation, IEnumerable<UnityEngine.ProBuilder.Edge> edges) | PublicStatic | — | 0x10 |
| Quaternion GetEdgeRotation(ProBuilderMesh mesh, const Edge& edge) | PublicStatic | — | 0x10 |
| Quaternion GetVertexRotation(ProBuilderMesh mesh, const HandleOrientation& orientation, IEnumerable<System.Int32> vertices) | PublicStatic | — | 0x10 |
| Quaternion GetVertexRotation(ProBuilderMesh mesh, int vertex) | PublicStatic | — | 0x10 |
| Vector3 GetActiveElementPosition(ProBuilderMesh mesh, IEnumerable<UnityEngine.ProBuilder.Face> faces) | Static+1 flags | — | 0x0C |
| Vector3 GetActiveElementPosition(ProBuilderMesh mesh, IEnumerable<UnityEngine.ProBuilder.Edge> edges) | Static+1 flags | — | 0x0C |
| Vector3 GetActiveElementPosition(ProBuilderMesh mesh, IEnumerable<System.Int32> vertices) | Static+1 flags | — | 0x0C |