| void .ctor(const Bounds& bounds, int terrainSampleSize, const LayerMask& mask, List<System.String> tagMask, float colliderRasterizeDetail) | Public+1 flags | — | 0x18 |
| List<UnityEngine.MeshFilter> FilterMeshes(const MeshFilter[]& meshFilters, List<System.String> tagMask, const LayerMask& layerMask) | PrivateStatic | — | 0x08 |
| void CollectSceneMeshes(List<Pathfinding.Voxels.RasterizationMesh> meshes) | Public | — | 0x08 |
| void CollectRecastMeshObjs(List<Pathfinding.Voxels.RasterizationMesh> buffer) | Public | — | 0x08 |
| void CollectTerrainMeshes(bool rasterizeTrees, float desiredChunkSize, List<Pathfinding.Voxels.RasterizationMesh> result) | Public | — | 0x08 |
| void GenerateTerrainChunks(Terrain terrain, const Bounds& bounds, float desiredChunkSize, List<Pathfinding.Voxels.RasterizationMesh> result) | Private | — | 0x18 |
| int CeilDivision(int lhs, int rhs) | PrivateStatic | — | 0x04 |
| RasterizationMesh GenerateHeightmapChunk(const float[]& heights, const Vector3& sampleSize, const Vector3& offset, int x0, int z0, int width, int depth, int stride) | Private | — | 0x0C |
| void CollectTreeMeshes(Terrain terrain, List<Pathfinding.Voxels.RasterizationMesh> result) | Private | — | 0x08 |
| void CollectColliderMeshes(List<Pathfinding.Voxels.RasterizationMesh> result) | Public | — | 0x08 |
| RasterizationMesh RasterizeCollider(Collider col) | Private | — | 0x08 |
| RasterizationMesh RasterizeCollider(Collider col, const Matrix4x4& localToWorldMatrix) | Private | — | 0x40 |
| RasterizationMesh RasterizeBoxCollider(BoxCollider collider, const Matrix4x4& localToWorldMatrix) | Private | — | 0x40 |
| RasterizationMesh RasterizeCapsuleCollider(float radius, float height, const Bounds& bounds, const Matrix4x4& localToWorldMatrix) | Private | — | 0x40 |
| void .cctor() | PrivateStatic+1 flags | — | 0x00 |