| bool IsValid(ISplineContainer spline) | PublicStatic | | 0x08 |
| bool LocalEvaluateSplineWithRoll(ISpline spline, float tNormalized, CinemachineSplineRoll roll, ref Vector3& position, ref Quaternion& rotation) | PublicStatic | | 0x10 |
| bool EvaluateSplineWithRoll(ISpline spline, Transform transform, float tNormalized, CinemachineSplineRoll roll, ref Vector3& position, ref Quaternion& rotation) | PublicStatic | | 0x10 |
| Vector3 EvaluateSplinePosition(ISpline spline, Transform transform, float tNormalized) | PublicStatic | | 0x0C |
| float GetMaxPosition(ISpline spline, const PathIndexUnit& unit) | PublicStatic | | 0x08 |
| float StandardizePosition(ISpline spline, float t, const PathIndexUnit& unit, ref float& maxPos) | PublicStatic | | 0x08 |
| Quaternion <LocalEvaluateSplineWithRoll>g__RollAroundForward|1_0(float angle) | Static+1 flags | | 0x10 |