| Vector2[] get_UV2() | Public+1 flags | | 0x08 |
| Vector2[] get_UV3() | Public+1 flags | | 0x08 |
| int get_VertexCount() | Public+1 flags | | 0x04 |
| int SubmeshIndexCount(int submeshIndex) | Public | | 0x04 |
| MeshGeneratorBuffers get_Buffers() | Public+1 flags | | 0x28 |
| SkeletonClipping get_SkeletonClipping() | Public+1 flags | | 0x08 |
| void .ctor() | Public+1 flags | | 0x00 |
| void GenerateSingleSubmeshInstruction(SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Material material) | PublicStatic | | 0x08 |
| bool RequiresMultipleSubmeshesByDrawOrder(Skeleton skeleton) | PublicStatic | | 0x08 |
| void GenerateSkeletonRendererInstruction(SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Dictionary<Spine.Slot customSlotMaterials, List<Spine.Slot> separatorSlots, bool generateMeshOverride, bool immutableTriangles) | PublicStatic | | 0x08 |
| void TryReplaceMaterials(ExposedList<Spine.Unity.SubmeshInstruction> workingSubmeshInstructions, Dictionary<UnityEngine.Material customMaterialOverride) | PublicStatic | | 0x08 |
| void Begin() | Public | | 0x00 |
| void AddSubmesh(const SubmeshInstruction& instruction, bool updateTriangles) | Public | | 0x30 |
| void BuildMesh(SkeletonRendererInstruction instruction, bool updateTriangles) | Public | | 0x08 |
| void BuildMeshWithArrays(SkeletonRendererInstruction instruction, bool updateTriangles) | Public | | 0x08 |
| void ScaleVertexData(float scale) | Public | | 0x04 |
| void ScaleAndOffsetVertexData(float scale, const Vector2& offset2D) | Public | | 0x08 |
| Bounds GetMeshBounds() | Public | | 0x18 |
| void AddAttachmentTintBlack(float r2, float g2, float b2, float a, int vertexCount) | Private | | 0x04 |
| void PrepareOptionalUVBuffer(ref ExposedList<UnityEngine.Vector2>& uvBuffer, int vertexCount) | Private | | 0x08 |
| void ResizeOptionalUVBuffer(ref ExposedList<UnityEngine.Vector2>& uvBuffer, int vertexCount) | Private | | 0x08 |
| void FillVertexData(Mesh mesh) | Public | | 0x08 |
| void FillLateVertexData(Mesh mesh) | Public | | 0x08 |
| void FillTriangles(Mesh mesh) | Public | | 0x08 |
| void EnsureVertexCapacity(int minimumVertexCount, bool inlcudeTintBlack, bool includeTangents, bool includeNormals) | Public | | 0x04 |
| void TrimExcess() | Public | | 0x00 |
| void SolveTangents2DEnsureSize(ref Vector4[]& tangentBuffer, ref Vector2[]& tempTanBuffer, int vertexCount, int vertexBufferLength) | Static+1 flags | | 0x08 |
| void SolveTangents2DTriangles(const Vector2[]& tempTanBuffer, const int[]& triangles, int triangleCount, const Vector3[]& vertices, const Vector2[]& uvs, int vertexCount) | Static+1 flags | | 0x08 |
| void SolveTangents2DBuffer(const Vector4[]& tangents, const Vector2[]& tempTanBuffer, int vertexCount) | Static+1 flags | | 0x08 |
| void FillMeshLocal(Mesh mesh, RegionAttachment regionAttachment) | PublicStatic | | 0x08 |
| void FillMeshLocal(Mesh mesh, MeshAttachment meshAttachment, SkeletonData skeletonData) | PublicStatic | | 0x08 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |