| void SetFlip(bool flipX, bool flipY) | Public+3 flags | — | 0x01 |
| void GetFlip(ref bool& flipX, ref bool& flipY) | Public+3 flags | | 0x01 |
| void SetDefaultTrim(float trim) | Public+3 flags | | 0x04 |
| void SetShape(const NativeArray<UnityEngine.Vector3>& vertices, const NativeArray<System.Int32>& indices, const NativeArray<System.Single>& radii, const Matrix4x4& transform, const WindingOrder& windingOrder, bool allowContraction, bool createInteriorGeometry) | Public+3 flags | — | 0x40 |
| void SetShape(const NativeArray<UnityEngine.Vector3>& vertices, const NativeArray<System.Int32>& indices, const OutlineTopology& outlineTopology, const WindingOrder& windingOrder, bool allowContraction, bool createInteriorGeometry) | Public+3 flags | — | 0x10 |
| void .ctor() | 2 flags | | 0x00 |