| void SetPositionsToPoint(Approximations approximations, const Vector3& currentPosition) | PublicStatic | | 0x0C |
| void SetPositionsToLinear(Approximations approximations, int elementCount, const Vector3& startPosition, const Vector3& endPosition) | PublicStatic | | 0x0C |
| void SetPositionsToCatmullRom(Approximations approximations, int elementCount, const Vector3& startPosition, const Vector3& endPosition, const Vector3& preSegmentPosition, const Vector3& postSegmentPosition) | PublicStatic | | 0x0C |
| void SetPositionsToTCB(Approximations approximations, int elementCount, const TcbParameters& tcbParameters, const Vector3& startPosition, const Vector3& endPosition, const Vector3& preSegmentPosition, const Vector3& postSegmentPosition) | PublicStatic | | 0x18 |
| void SetPositionsToBezier(Approximations approximations, int elementCount, const Vector3& startPosition, const Vector3& startTangent, const Vector3& endPosition, const Vector3& endTangent) | PublicStatic | | 0x0C |
| void SetPositionsToBSpline(Approximations approximations, int elementCount, const SubArray<UnityEngine.Vector3>& splineP0Array, const BSplineApproximationParameters& bSplineParameters) | PublicStatic | | 0x20 |
| void SetOrientationToNone(Approximations approximations, int elementCount) | PublicStatic | | 0x08 |
| void SetOrientationToStatic(Approximations approximations, int elementCount, const Vector3& startUp, const Vector3& endUp) | PublicStatic | | 0x0C |
| void SetOrientationToDynamic(Approximations approximations, int elementCount, const Vector3& startUp) | PublicStatic | | 0x0C |
| float SetPointTangentsAndDistances(Approximations approximations, const Vector3& previousPosition, const Vector3& currentPosition, const Vector3& nextPosition, const Quaternion& currentRotation) | PublicStatic | | 0x10 |
| float SetSegmentTangentsAnDistances(Approximations approximations, int elementCount) | PublicStatic | | 0x08 |