| float SpringVelocity(float currentValue, float targetValue, float velocity, float damping, float frequency, float deltaTime) | PrivateStatic | | 0x04 |
| void Spring(ref float& currentValue, float targetValue, ref float& velocity, float damping, float frequency, float deltaTime) | PublicStatic | | 0x04 |
| void Spring(ref Vector2& currentValue, const Vector2& targetValue, ref Vector2& velocity, float damping, float frequency, float deltaTime) | PublicStatic | | 0x08 |
| void Spring(ref Vector3& currentValue, const Vector3& targetValue, ref Vector3& velocity, float damping, float frequency, float deltaTime) | PublicStatic | | 0x0C |
| void Spring(ref Vector4& currentValue, const Vector4& targetValue, ref Vector4& velocity, float damping, float frequency, float deltaTime) | PublicStatic | | 0x10 |
| float LerpRate(float rate, float deltaTime) | PrivateStatic | | 0x04 |
| float Lerp(float value, float target, float rate, float deltaTime) | PublicStatic | | 0x04 |
| Vector2 Lerp(const Vector2& value, const Vector2& target, float rate, float deltaTime) | PublicStatic | | 0x08 |
| Vector3 Lerp(const Vector3& value, const Vector3& target, float rate, float deltaTime) | PublicStatic | | 0x0C |
| Vector4 Lerp(const Vector4& value, const Vector4& target, float rate, float deltaTime) | PublicStatic | | 0x10 |
| Quaternion Lerp(const Quaternion& value, const Quaternion& target, float rate, float deltaTime) | PublicStatic | | 0x10 |
| Color Lerp(const Color& value, const Color& target, float rate, float deltaTime) | PublicStatic | | 0x10 |
| Color32 Lerp(const Color32& value, const Color32& target, float rate, float deltaTime) | PublicStatic | | 0x04 |
| float Clamp(float value, float min, float max, bool clampMin, bool clampMax) | PublicStatic | | 0x04 |
| float RoundToNearestHalf(float a) | PublicStatic | | 0x04 |
| Quaternion LookAt2D(const Vector2& direction) | PublicStatic | | 0x10 |
| Vector2 Vector3ToVector2(const Vector3& target) | PublicStatic | | 0x0C |
| Vector3 Vector2ToVector3(const Vector2& target) | PublicStatic | | 0x0C |
| Vector3 Vector2ToVector3(const Vector2& target, float newZValue) | PublicStatic | | 0x0C |
| Vector3 RoundVector3(const Vector3& vector) | PublicStatic | | 0x0C |
| Vector2 RandomVector2(const Vector2& minimum, const Vector2& maximum) | PublicStatic | | 0x08 |
| Vector3 RandomVector3(const Vector3& minimum, const Vector3& maximum) | PublicStatic | | 0x0C |
| Vector2 RandomPointOnCircle(float circleRadius) | PublicStatic | | 0x08 |
| Vector3 RandomPointOnSphere(float sphereRadius) | PublicStatic | | 0x0C |
| Vector3 RotatePointAroundPivot(const Vector3& point, const Vector3& pivot, float angle) | PublicStatic | | 0x0C |
| Vector3 RotatePointAroundPivot(const Vector3& point, const Vector3& pivot, const Vector3& angle) | PublicStatic | | 0x0C |
| Vector3 RotatePointAroundPivot(const Vector3& point, const Vector3& pivot, const Quaternion& quaternion) | PublicStatic | | 0x10 |
| Vector2 RotateVector2(const Vector2& vector, float angle) | PublicStatic | | 0x08 |
| float AngleBetween(const Vector2& vectorA, const Vector2& vectorB) | PublicStatic | | 0x08 |
| float AngleDirection(const Vector3& vectorA, const Vector3& vectorB, const Vector3& up) | PublicStatic | | 0x0C |
| float DistanceBetweenPointAndLine(const Vector3& point, const Vector3& lineStart, const Vector3& lineEnd) | PublicStatic | | 0x0C |
| Vector3 ProjectPointOnLine(const Vector3& point, const Vector3& lineStart, const Vector3& lineEnd) | PublicStatic | | 0x0C |
| int Sum(const int[]& thingsToAdd) | PublicStatic | | 0x08 |
| int RollADice(int numberOfSides) | PublicStatic | | 0x04 |
| bool Chance(int percent) | PublicStatic | | 0x04 |
| float Approach(float from, float to, float amount) | PublicStatic | | 0x04 |
| float Remap(float x, float A, float B, float C, float D) | PublicStatic | | 0x04 |
| float ClampAngle(float angle, float minimumAngle, float maximumAngle) | PublicStatic | | 0x04 |
| float RoundToDecimal(float value, int numberOfDecimals) | PublicStatic | | 0x04 |
| float RoundToClosest(float value, const float[]& possibleValues, bool pickSmallestDistance) | PublicStatic | | 0x08 |
| Vector3 DirectionFromAngle(float angle, float additionalAngle) | PublicStatic | | 0x0C |
| Vector3 DirectionFromAngle2D(float angle, float additionalAngle) | PublicStatic | | 0x0C |