| UpdateMode get_UpdateMode() | Public+1 flags | | 0x04 |
| void set_UpdateMode(const UpdateMode& value) | Public+1 flags | | 0x04 |
| void add_generateMeshOverride(InstructionDelegate value) | Private+1 flags | | 0x08 |
| void remove_generateMeshOverride(InstructionDelegate value) | Private+1 flags | | 0x08 |
| void add_GenerateMeshOverride(InstructionDelegate value) | Public+1 flags | | 0x08 |
| void remove_GenerateMeshOverride(InstructionDelegate value) | Public+1 flags | | 0x08 |
| void add_OnPostProcessVertices(MeshGeneratorDelegate value) | Public+1 flags | | 0x08 |
| void remove_OnPostProcessVertices(MeshGeneratorDelegate value) | Public+1 flags | | 0x08 |
| Dictionary<UnityEngine.Material get_CustomMaterialOverride() | Public+1 flags | | 0x08 |
| Dictionary<Spine.Slot get_CustomSlotMaterials() | Public+1 flags | | 0x08 |
| SkeletonClipping get_SkeletonClipping() | Public+1 flags | | 0x08 |
| Skeleton get_Skeleton() | PublicFinal+3 flags | | 0x08 |
| Vector2 get_PhysicsPositionInheritanceFactor() | Public+1 flags | | 0x08 |
| void set_PhysicsPositionInheritanceFactor(const Vector2& value) | Public+1 flags | | 0x08 |
| float get_PhysicsRotationInheritanceFactor() | Public+1 flags | | 0x04 |
| void set_PhysicsRotationInheritanceFactor(float value) | Public+1 flags | | 0x04 |
| Transform get_PhysicsMovementRelativeTo() | Public+1 flags | | 0x08 |
| void set_PhysicsMovementRelativeTo(Transform value) | Public+1 flags | | 0x08 |
| void ResetLastPosition() | Public | | 0x00 |
| void ResetLastRotation() | Public | | 0x00 |
| void ResetLastPositionAndRotation() | Public | | 0x00 |
| void add_OnRebuild(SkeletonRendererDelegate value) | Public+1 flags | | 0x08 |
| void remove_OnRebuild(SkeletonRendererDelegate value) | Public+1 flags | | 0x08 |
| void add_OnMeshAndMaterialsUpdated(SkeletonRendererDelegate value) | Public+1 flags | | 0x08 |
| void remove_OnMeshAndMaterialsUpdated(SkeletonRendererDelegate value) | Public+1 flags | | 0x08 |
| SkeletonDataAsset get_SkeletonDataAsset() | PublicFinal+3 flags | | 0x08 |
| uint8 NewSpineGameObject(SkeletonDataAsset skeletonDataAsset, bool quiet) | PublicStatic | | 0x08 |
| uint8 AddSpineComponent(GameObject gameObject, SkeletonDataAsset skeletonDataAsset, bool quiet) | PublicStatic | | 0x08 |
| void SetMeshSettings(const Settings& settings) | Public | | 0x10 |
| void Awake() | Public+2 flags | | 0x00 |
| void OnDisable() | Private | | 0x00 |
| void OnDestroy() | Private | | 0x00 |
| void OnDestroySpine() | 3 flags | | 0x00 |
| void ClearState() | Public+2 flags | | 0x00 |
| void EnsureMeshGeneratorCapacity(int minimumVertexCount) | Public | | 0x04 |
| void Initialize(bool overwrite, bool quiet) | Public+2 flags | | 0x01 |
| void ApplyTransformMovementToPhysics() | Public+2 flags | | 0x00 |
| Vector3 GetPhysicsTransformPosition() | 1 flags | | 0x0C |
| float GetPhysicsTransformRotation() | 1 flags | | 0x04 |
| void UpdateWorldTransform(const Physics& physics) | 3 flags | | 0x04 |
| void LateUpdate() | Public+2 flags | | 0x00 |
| void LateUpdateMesh() | Public+2 flags | | 0x00 |
| void OnBecameVisible() | Public+2 flags | | 0x00 |
| void OnBecameInvisible() | Public | | 0x00 |
| void FindAndApplySeparatorSlots(const string& startsWith, bool clearExistingSeparators, bool updateStringArray) | Public | | 0x08 |
| void FindAndApplySeparatorSlots(Func<System.String slotNamePredicate, bool clearExistingSeparators, bool updateStringArray) | Public | | 0x08 |
| void ReapplySeparatorSlotNames() | Public | | 0x00 |
| void AssignSpriteMaskMaterials() | Private | | 0x00 |
| bool InitSpriteMaskMaterialsInsideMask() | Private | | 0x01 |
| bool InitSpriteMaskMaterialsOutsideMask() | Private | | 0x01 |
| bool InitSpriteMaskMaterialsForMaskType(const CompareFunction& maskFunction, ref Material[]& materialsToFill) | Private | | 0x08 |
| void HandleOnDemandLoading() | Private | | 0x00 |
| void SetMaterialSettingsToFixDrawOrder() | Private | | 0x00 |
| void .ctor() | Public+1 flags | | 0x00 |
| void .cctor() | PrivateStatic+1 flags | | 0x00 |