| Face AppendFace(ProBuilderMesh mesh, const Vector3[]& positions, const Color[]& colors, const Vector2[]& uv0s, const Vector4[]& uv2s, const Vector4[]& uv3s, Face face, const int[]& common) | Static+1 flags | | 0x08 |
| Face[] AppendFaces(ProBuilderMesh mesh, const Vector3[][]& positions, const Color[][]& colors, const Vector2[][]& uvs, const Face[]& faces, const Int32[][]& shared) | PublicStatic | | 0x08 |
| Face CreatePolygon(ProBuilderMesh mesh, IList<System.Int32> indexes, bool unordered) | PublicStatic | | 0x08 |
| Face CreatePolygonWithHole(ProBuilderMesh mesh, IList<System.Int32> indexes, IList<System.Collections.Generic.IList<System.Int32>> holes) | PublicStatic | | 0x08 |
| ActionResult CreateShapeFromPolygon(PolyShape poly) | PublicStatic | | 0x08 |
| void ClearAndRefreshMesh(ProBuilderMesh mesh) | Static+1 flags | | 0x08 |
| ActionResult CreateShapeFromPolygon(ProBuilderMesh mesh, IList<UnityEngine.Vector3> points, float extrude, bool flipNormals) | PublicStatic | | 0x08 |
| ActionResult CreateShapeFromPolygon(ProBuilderMesh mesh, IList<UnityEngine.Vector3> points, float extrude, bool flipNormals, const Vector3& cameraLookAt, IList<System.Collections.Generic.IList<UnityEngine.Vector3>> holePoints) | PublicStatic | | 0x0C |
| ActionResult CreateShapeFromPolygon(ProBuilderMesh mesh, IList<UnityEngine.Vector3> points, float extrude, bool flipNormals, IList<System.Collections.Generic.IList<UnityEngine.Vector3>> holePoints) | PublicStatic | | 0x08 |
| FaceRebuildData FaceWithVertices(List<UnityEngine.ProBuilder.Vertex> vertices, bool unordered) | Static+1 flags | | 0x08 |
| FaceRebuildData FaceWithVerticesAndHole(List<UnityEngine.ProBuilder.Vertex> borderVertices, List<System.Collections.Generic.List<UnityEngine.ProBuilder.Vertex>> holes) | Static+1 flags | | 0x08 |
| List<UnityEngine.ProBuilder.FaceRebuildData> TentCapWithVertices(List<UnityEngine.ProBuilder.Vertex> path) | Static+1 flags | | 0x08 |
| void DuplicateAndFlip(ProBuilderMesh mesh, const Face[]& faces) | PublicStatic | | 0x08 |
| Face Bridge(ProBuilderMesh mesh, const Edge& a, const Edge& b, bool allowNonManifoldGeometry) | PublicStatic | | 0x08 |
| Face AppendVerticesToFace(ProBuilderMesh mesh, Face face, const Vector3[]& points) | PublicStatic | | 0x08 |
| Face AppendVerticesToFace(ProBuilderMesh mesh, Face face, const Vector3[]& points, bool insertOnEdge) | PublicStatic | | 0x08 |
| List<UnityEngine.ProBuilder.Edge> AppendVerticesToEdge(ProBuilderMesh mesh, const Edge& edge, int count) | PublicStatic | | 0x08 |
| List<UnityEngine.ProBuilder.Edge> AppendVerticesToEdge(ProBuilderMesh mesh, IList<UnityEngine.ProBuilder.Edge> edges, int count) | PublicStatic | | 0x08 |
| Face[] InsertVertexInFace(ProBuilderMesh mesh, Face face, const Vector3& point) | PublicStatic | | 0x0C |
| Vertex InsertVertexOnEdge(ProBuilderMesh mesh, const Edge& originalEdge, const Vector3& point) | PublicStatic | | 0x0C |
| Vertex InsertVertexInMesh(ProBuilderMesh mesh, const Vector3& point, const Vector3& normal) | PublicStatic | | 0x0C |