| Vector2 PointInCircumference(float radius, float angleInDegrees, const Vector2& origin) | Static+1 flags | | 0x08 |
| Vector2 PointInEllipseCircumference(float xRadius, float yRadius, float angleInDegrees, const Vector2& origin, ref Vector2& tangent) | Static+1 flags | | 0x08 |
| Vector2 PointInEllipseCircumferenceWithConstantAngle(float xRadius, float yRadius, float angleInDegrees, const Vector2& origin, ref Vector2& tangent) | Static+1 flags | | 0x08 |
| Vector3 PointInSphere(float radius, float latitudeAngle, float longitudeAngle) | Static+1 flags | | 0x0C |
| float SignedAngle(const Vector2& a, const Vector2& b) | Static+1 flags | | 0x08 |
| float SqrDistance(const Vector3& a, const Vector3& b) | PublicStatic | | 0x0C |
| float TriangleArea(const Vector3& x, const Vector3& y, const Vector3& z) | PublicStatic | | 0x0C |
| float PolygonArea(const Vector3[]& vertices, const int[]& indexes) | Static+1 flags | | 0x08 |
| Vector2 RotateAroundPoint(const Vector2& v, const Vector2& origin, float theta) | Static+1 flags | | 0x08 |
| Vector2 ScaleAroundPoint(const Vector2& v, const Vector2& origin, const Vector2& scale) | PublicStatic | | 0x08 |
| Vector2 Perpendicular(const Vector2& value) | Static+1 flags | | 0x08 |
| Vector2 ReflectPoint(const Vector2& point, const Vector2& lineStart, const Vector2& lineEnd) | PublicStatic | | 0x08 |
| float SqrDistanceRayPoint(const Ray& ray, const Vector3& point) | Static+1 flags | | 0x18 |
| float DistancePointLineSegment(const Vector2& point, const Vector2& lineStart, const Vector2& lineEnd) | PublicStatic | | 0x08 |
| float DistancePointLineSegment(const Vector3& point, const Vector3& lineStart, const Vector3& lineEnd) | PublicStatic | | 0x0C |
| Vector3 GetNearestPointRayRay(const Ray& a, const Ray& b) | PublicStatic | | 0x18 |
| Vector3 GetNearestPointRayRay(const Vector3& ao, const Vector3& ad, const Vector3& bo, const Vector3& bd) | Static+1 flags | | 0x0C |
| bool GetLineSegmentIntersect(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Vector2& p3, ref Vector2& intersect) | Static+1 flags | | 0x08 |
| bool GetLineSegmentIntersect(const Vector2& p0, const Vector2& p1, const Vector2& p2, const Vector2& p3) | Static+1 flags | | 0x08 |
| bool PointInPolygon(const Vector2[]& polygon, const Vector2& point, const int[]& indexes) | Static+1 flags | | 0x08 |
| bool PointInPolygon(const Vector2[]& positions, Bounds2D polyBounds, const Edge[]& edges, const Vector2& point) | Static+1 flags | | 0x08 |
| bool PointInPolygon(const Vector3[]& positions, Bounds2D polyBounds, const Edge[]& edges, const Vector2& point) | Static+1 flags | | 0x08 |
| bool RectIntersectsLineSegment(const Rect& rect, const Vector2& a, const Vector2& b) | Static+1 flags | | 0x10 |
| bool RectIntersectsLineSegment(const Rect& rect, const Vector3& a, const Vector3& b) | Static+1 flags | | 0x10 |
| bool RayIntersectsTriangle(const Ray& InRay, const Vector3& InTriangleA, const Vector3& InTriangleB, const Vector3& InTriangleC, ref float& OutDistance, ref Vector3& OutPoint) | PublicStatic | | 0x18 |
| bool RayIntersectsTriangle2(const Vector3& origin, const Vector3& dir, const Vector3& vert0, const Vector3& vert1, const Vector3& vert2, ref float& distance, ref Vector3& normal) | Static+1 flags | | 0x0C |
| float Secant(float x) | PublicStatic | | 0x04 |
| Vector3 Normal(const Vector3& p0, const Vector3& p1, const Vector3& p2) | PublicStatic | | 0x0C |
| Vector3 Normal(IList<UnityEngine.ProBuilder.Vertex> vertices, IList<System.Int32> indexes) | Static+1 flags | | 0x0C |
| Vector3 Normal(ProBuilderMesh mesh, Face face) | PublicStatic | | 0x0C |
| Normal NormalTangentBitangent(ProBuilderMesh mesh, Face face) | PublicStatic | | 0x28 |
| bool IsCardinalAxis(const Vector3& v, float epsilon) | Static+1 flags | | 0x0C |
| Vector2 DivideBy(const Vector2& v, const Vector2& o) | Static+1 flags | | 0x08 |
| Vector3 DivideBy(const Vector3& v, const Vector3& o) | Static+1 flags | | 0x0C |
| uint8 Max(const T[]& array) | Static+1 flags | — | 0x08 |
| uint8 Min(const T[]& array) | Static+1 flags | — | 0x08 |
| float LargestValue(const Vector3& v) | Static+1 flags | | 0x0C |
| float LargestValue(const Vector2& v) | Static+1 flags | | 0x08 |
| Vector2 SmallestVector2(const Vector2[]& v) | Static+1 flags | | 0x08 |
| Vector2 SmallestVector2(const Vector2[]& v, IList<System.Int32> indexes) | Static+1 flags | | 0x08 |
| Vector2 LargestVector2(const Vector2[]& v) | Static+1 flags | | 0x08 |
| Vector2 LargestVector2(const Vector2[]& v, IList<System.Int32> indexes) | Static+1 flags | | 0x08 |
| Bounds GetBounds(const Vector3[]& positions, IList<System.Int32> indices) | Static+1 flags | | 0x18 |
| Vector2 Average(IList<UnityEngine.Vector2> array, IList<System.Int32> indexes) | PublicStatic | | 0x08 |
| Vector3 Average(IList<UnityEngine.Vector3> array, IList<System.Int32> indexes) | PublicStatic | | 0x0C |
| Vector4 Average(IList<UnityEngine.Vector4> array, IList<System.Int32> indexes) | PublicStatic | | 0x10 |
| Vector3 InvertScaleVector(const Vector3& scaleVector) | Static+1 flags | | 0x0C |
| bool Approx2(const Vector2& a, const Vector2& b, float delta) | Static+1 flags | | 0x08 |
| bool Approx3(const Vector3& a, const Vector3& b, float delta) | Static+1 flags | | 0x0C |
| bool Approx4(const Vector4& a, const Vector4& b, float delta) | Static+1 flags | | 0x10 |
| bool ApproxC(const Color& a, const Color& b, float delta) | Static+1 flags | | 0x10 |
| bool Approx(float a, float b, float delta) | Static+1 flags | | 0x04 |
| int Clamp(int value, int lowerBound, int upperBound) | PublicStatic | | 0x04 |
| Vector3 Abs(const Vector3& v) | Static+1 flags | | 0x0C |
| Vector3 Sign(const Vector3& v) | Static+1 flags | | 0x0C |
| float Sum(const Vector3& v) | Static+1 flags | | 0x0C |
| void Cross(const Vector3& a, const Vector3& b, ref Vector3& res) | Static+1 flags | | 0x0C |
| void Subtract(const Vector3& a, const Vector3& b, ref Vector3& res) | Static+1 flags | | 0x0C |
| bool IsNumber(float value) | Static+1 flags | | 0x04 |
| bool IsNumber(const Vector2& value) | Static+1 flags | | 0x08 |
| bool IsNumber(const Vector3& value) | Static+1 flags | | 0x0C |
| bool IsNumber(const Vector4& value) | Static+1 flags | | 0x10 |
| float MakeNonZero(float value, float min) | Static+1 flags | | 0x04 |
| Vector4 FixNaN(const Vector4& value) | Static+1 flags | | 0x10 |
| Vector2 EnsureUnitVector(const Vector2& value) | Static+1 flags | | 0x08 |
| Vector3 EnsureUnitVector(const Vector3& value) | Static+1 flags | | 0x0C |
| Vector4 EnsureUnitVector(const Vector4& value) | Static+1 flags | | 0x10 |