| ProBuilderMesh Extrude(IList<UnityEngine.ProBuilder.BezierPoint> points, float radius, int columns, int rows, bool closeLoop, bool smooth) | Static+1 flags | — | 0x08 |
| void Extrude(IList<UnityEngine.ProBuilder.BezierPoint> bezierPoints, float radius, int columns, int rows, bool closeLoop, bool smooth, ref ProBuilderMesh& target) | Static+1 flags | — | 0x08 |
| List<UnityEngine.Vector3> GetControlPoints(IList<UnityEngine.ProBuilder.BezierPoint> bezierPoints, int subdivisionsPerSegment, bool closeLoop, List<UnityEngine.Quaternion> rotations) | Static+1 flags | — | 0x08 |
| void Extrude(IList<UnityEngine.Vector3> points, float radius, int radiusRows, bool closeLoop, bool smooth, ref ProBuilderMesh& target, IList<UnityEngine.Quaternion> pointRotations) | Static+1 flags | — | 0x08 |
| Quaternion GetRingRotation(IList<UnityEngine.Vector3> points, int i, bool closeLoop, ref float& secant) | PrivateStatic | — | 0x10 |
| Vector3[] VertexRing(const Quaternion& orientation, const Vector3& offset, float radius, int segments) | PrivateStatic | | 0x10 |