| List<UnityEngine.ProBuilder.ProBuilderMesh> Combine(IEnumerable<UnityEngine.ProBuilder.ProBuilderMesh> meshes) | PublicStatic | | 0x08 |
| List<UnityEngine.ProBuilder.ProBuilderMesh> Combine(IEnumerable<UnityEngine.ProBuilder.ProBuilderMesh> meshes, ProBuilderMesh meshTarget) | PublicStatic | | 0x08 |
| List<UnityEngine.ProBuilder.ProBuilderMesh> CombineToNewMeshes(IEnumerable<UnityEngine.ProBuilder.ProBuilderMesh> meshes) | PrivateStatic | | 0x08 |
| void AccumulateMeshesInfo(IEnumerable<UnityEngine.ProBuilder.ProBuilderMesh> meshes, int offset, ref List<UnityEngine.ProBuilder.Vertex>& vertices, ref List<UnityEngine.ProBuilder.Face>& faces, ref List<UnityEngine.ProBuilder.Face>& autoUvFaces, ref List<UnityEngine.ProBuilder.SharedVertex>& sharedVertices, ref List<UnityEngine.ProBuilder.SharedVertex>& sharedTextures, ref List<UnityEngine.Material>& materialMap, Transform targetTransform) | PrivateStatic | | 0x08 |
| ProBuilderMesh CreateMeshFromSplit(List<UnityEngine.ProBuilder.Vertex> vertices, List<UnityEngine.ProBuilder.Face> faces, Dictionary<System.Int32 sharedVertexLookup, Dictionary<System.Int32 sharedTextureLookup, Dictionary<System.Int32 remap, const Material[]& materials) | PrivateStatic | | 0x08 |
| List<UnityEngine.ProBuilder.ProBuilderMesh> SplitByMaxVertexCount(IList<UnityEngine.ProBuilder.Vertex> vertices, IList<UnityEngine.ProBuilder.Face> faces, IList<UnityEngine.ProBuilder.SharedVertex> sharedVertices, IList<UnityEngine.ProBuilder.SharedVertex> sharedTextures, uint maxVertexCount) | Static+1 flags | | 0x08 |