Zdexby TheHolyOneZ
49,743 classes
Class

Mesh

: Object : Object
UnityEngine.Mesh, UnityEngine.CoreModule 0x0018 (24 B) inherited 0x0018 UnityEngine.CoreModule.dll
0x00x0018

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.
Inherited from Object 5
OffsetSizeNameTypeFlagsDefault
—0x04kInstanceID_NoneintPrivateStatic+1 flags8
0x08m_CachedPtrlongPrivate—
0x04OffsetOfInstanceIDInCPlusPlusObjectintStatic+2 flags—
—0x08objectIsNullMessagestringPrivateStatic+1 flags—
—0x08cloneDestroyedMessagestringPrivateStatic+1 flags—

Functions 423

SignatureFlagsNativeParams
void Internal_Create(Mesh mono)PrivateStatic0x08
void .ctor()Public+1 flags0x00
Mesh FromInstanceID(int id)Static+1 flags0x08
IndexFormat get_indexFormat()Public+1 flags0x04
void set_indexFormat(const IndexFormat& value)Public+1 flags0x04
uint GetTotalIndexCount()1 flags0x04
void SetIndexBufferParams(int indexCount, const IndexFormat& format)Public0x04
void InternalSetIndexBufferData(long data, int dataStart, int meshBufferStart, int count, int elemSize, const MeshUpdateFlags& flags)Private0x08
void InternalSetIndexBufferDataFromArray(Array data, int dataStart, int meshBufferStart, int count, int elemSize, const MeshUpdateFlags& flags)Private0x08
void SetVertexBufferParamsFromPtr(int vertexCount, long attributesPtr, int attributesCount)Private0x08
void SetVertexBufferParamsFromArray(int vertexCount, const VertexAttributeDescriptor[]& attributes)Private0x08
void InternalSetVertexBufferData(int stream, long data, int dataStart, int meshBufferStart, int count, int elemSize, const MeshUpdateFlags& flags)Private0x08
void InternalSetVertexBufferDataFromArray(int stream, Array data, int dataStart, int meshBufferStart, int count, int elemSize, const MeshUpdateFlags& flags)Private0x08
Array GetVertexAttributesAlloc()Private0x08
int GetVertexAttributesArray(const VertexAttributeDescriptor[]& attributes)Private0x08
int GetVertexAttributesList(List<UnityEngine.Rendering.VertexAttributeDescriptor> attributes)Private0x08
int GetVertexAttributeCountImpl()Private0x04
VertexAttributeDescriptor GetVertexAttribute(int index)Public0x10
uint GetIndexStartImpl(int submesh)Private0x04
uint GetIndexCountImpl(int submesh)Private0x04
uint GetTrianglesCountImpl(int submesh)Private0x04
uint GetBaseVertexImpl(int submesh)Private0x04
int[] GetTrianglesImpl(int submesh, bool applyBaseVertex)Private0x08
int[] GetIndicesImpl(int submesh, bool applyBaseVertex)Private0x08
void SetIndicesImpl(int submesh, const MeshTopology& topology, const IndexFormat& indicesFormat, Array indices, int arrayStart, int arraySize, bool calculateBounds, int baseVertex)Private0x08
void SetIndicesNativeArrayImpl(int submesh, const MeshTopology& topology, const IndexFormat& indicesFormat, long indices, int arrayStart, int arraySize, bool calculateBounds, int baseVertex)Private0x08
void GetTrianglesNonAllocImpl(const int[]& values, int submesh, bool applyBaseVertex)Private0x08
void GetTrianglesNonAllocImpl16(const ushort[]& values, int submesh, bool applyBaseVertex)Private0x08
void GetIndicesNonAllocImpl(const int[]& values, int submesh, bool applyBaseVertex)Private0x08
void GetIndicesNonAllocImpl16(const ushort[]& values, int submesh, bool applyBaseVertex)Private0x08
void PrintErrorCantAccessChannel(const VertexAttribute& ch)Private0x04
bool HasVertexAttribute(const VertexAttribute& attr)Public0x04
int GetVertexAttributeDimension(const VertexAttribute& attr)Public0x04
VertexAttributeFormat GetVertexAttributeFormat(const VertexAttribute& attr)Public0x04
int GetVertexAttributeStream(const VertexAttribute& attr)Public0x04
int GetVertexAttributeOffset(const VertexAttribute& attr)Public0x04
void SetArrayForChannelImpl(const VertexAttribute& channel, const VertexAttributeFormat& format, int dim, Array values, int arraySize, int valuesStart, int valuesCount, const MeshUpdateFlags& flags)Private0x08
void SetNativeArrayForChannelImpl(const VertexAttribute& channel, const VertexAttributeFormat& format, int dim, long values, int arraySize, int valuesStart, int valuesCount, const MeshUpdateFlags& flags)Private0x08
Array GetAllocArrayFromChannelImpl(const VertexAttribute& channel, const VertexAttributeFormat& format, int dim)Private0x08
void GetArrayFromChannelImpl(const VertexAttribute& channel, const VertexAttributeFormat& format, int dim, Array values)Private0x08
int get_vertexBufferCount()Public+1 flags0x04
int GetVertexBufferStride(int stream)Public0x04
long GetNativeVertexBufferPtr(int index)Public0x08
long GetNativeIndexBufferPtr()Public0x08
GraphicsBuffer GetVertexBufferImpl(int index)Private0x08
GraphicsBuffer GetIndexBufferImpl()Private0x08
GraphicsBuffer GetBoneWeightBufferImpl(int bonesPerVertex)Private0x08
GraphicsBuffer GetBlendShapeBufferImpl(int layout)Private0x08
Target get_vertexBufferTarget()Public+1 flags0x04
void set_vertexBufferTarget(const Target& value)Public+1 flags0x04
Target get_indexBufferTarget()Public+1 flags0x04
void set_indexBufferTarget(const Target& value)Public+1 flags0x04
int get_blendShapeCount()Public+1 flags0x04
void ClearBlendShapes()Public0x00
string GetBlendShapeName(int shapeIndex)Public0x08
int GetBlendShapeIndex(const string& blendShapeName)Public0x08
int GetBlendShapeFrameCount(int shapeIndex)Public0x04
float GetBlendShapeFrameWeight(int shapeIndex, int frameIndex)Public0x04
void GetBlendShapeFrameVertices(int shapeIndex, int frameIndex, const Vector3[]& deltaVertices, const Vector3[]& deltaNormals, const Vector3[]& deltaTangents)Public0x08
void AddBlendShapeFrame(const string& shapeName, float frameWeight, const Vector3[]& deltaVertices, const Vector3[]& deltaNormals, const Vector3[]& deltaTangents)Public0x08
BlendShape GetBlendShapeOffsetInternal(int index)Private0x0C
bool HasBoneWeights()Private0x01
BoneWeight[] GetBoneWeightsImpl()Private0x08
void SetBoneWeightsImpl(const BoneWeight[]& weights)Private0x08
void SetBoneWeights(const NativeArray<System.Byte>& bonesPerVertex, const NativeArray<UnityEngine.BoneWeight1>& weights)Public0x10
void InternalSetBoneWeights(long bonesPerVertex, int bonesPerVertexSize, long weights, int weightsSize)Private0x08
NativeArray<UnityEngine.BoneWeight1> GetAllBoneWeights()Public0x10
NativeArray<System.Byte> GetBonesPerVertex()Public0x10
int GetAllBoneWeightsArraySize()Private0x04
int GetBoneWeightBufferLayoutInternal()Private0x04
long GetAllBoneWeightsArray()Private0x08
long GetBonesPerVertexArray()Private0x08
int get_bindposeCount()Public+1 flags0x04
Matrix4x4[] get_bindposes()Public+1 flags0x08
void set_bindposes(const Matrix4x4[]& value)Public+1 flags0x08
NativeArray<UnityEngine.Matrix4x4> GetBindposes()Public0x10
void SetBindposes(const NativeArray<UnityEngine.Matrix4x4>& poses)Public0x10
void SetBindposesFromScript_NativeArray(long posesPtr, int posesCount)Private0x08
long GetBindposesArray()Private0x08
void GetBoneWeightsNonAllocImpl(const BoneWeight[]& values)Private0x08
void GetBindposesNonAllocImpl(const Matrix4x4[]& values)Private0x08
bool get_isReadable()Public+1 flags0x01
bool get_canAccess()2 flags0x01
int get_vertexCount()Public+1 flags0x04
int get_subMeshCount()Public+1 flags0x04
void set_subMeshCount(int value)Public+1 flags0x04
void SetSubMesh(int index, const SubMeshDescriptor& desc, const MeshUpdateFlags& flags)Public0x30
SubMeshDescriptor GetSubMesh(int index)Public0x30
void SetAllSubMeshesAtOnceFromArray(const SubMeshDescriptor[]& desc, int start, int count, const MeshUpdateFlags& flags)Private0x08
void SetAllSubMeshesAtOnceFromNativeArray(long desc, int start, int count, const MeshUpdateFlags& flags)Private0x08
Bounds get_bounds()Public+1 flags0x18
void set_bounds(const Bounds& value)Public+1 flags0x18
void ClearImpl(bool keepVertexLayout)Private0x01
void RecalculateBoundsImpl(const MeshUpdateFlags& flags)Private0x04
void RecalculateNormalsImpl(const MeshUpdateFlags& flags)Private0x04
void RecalculateTangentsImpl(const MeshUpdateFlags& flags)Private0x04
void MarkDynamicImpl()Private0x00
void MarkModified()Public0x00
void UploadMeshDataImpl(bool markNoLongerReadable)Private0x01
MeshTopology GetTopologyImpl(int submesh)Private0x04
void RecalculateUVDistributionMetricImpl(int uvSetIndex, float uvAreaThreshold)Private0x04
void RecalculateUVDistributionMetricsImpl(float uvAreaThreshold)Private0x04
float GetUVDistributionMetric(int uvSetIndex)Public0x04
void CombineMeshesImpl(const CombineInstance[]& combine, bool mergeSubMeshes, bool useMatrices, bool hasLightmapData)Private0x08
void OptimizeImpl()Private0x00
void OptimizeIndexBuffersImpl()Private0x00
void OptimizeReorderVertexBufferImpl()Private0x00
VertexAttribute GetUVChannel(int uvIndex)Static+1 flags0x04
int DefaultDimensionForChannel(const VertexAttribute& channel)Static+1 flags0x04
T[] GetAllocArrayFromChannel(const VertexAttribute& channel, const VertexAttributeFormat& format, int dim)Private—0x08
T[] GetAllocArrayFromChannel(const VertexAttribute& channel)Private0x08
void SetSizedArrayForChannel(const VertexAttribute& channel, const VertexAttributeFormat& format, int dim, Array values, int valuesArrayLength, int valuesStart, int valuesCount, const MeshUpdateFlags& flags)Private0x08
void SetSizedNativeArrayForChannel(const VertexAttribute& channel, const VertexAttributeFormat& format, int dim, long values, int valuesArrayLength, int valuesStart, int valuesCount, const MeshUpdateFlags& flags)Private0x08
void SetArrayForChannel(const VertexAttribute& channel, const VertexAttributeFormat& format, int dim, const T[]& values, const MeshUpdateFlags& flags)Private0x08
void SetArrayForChannel(const VertexAttribute& channel, const T[]& values, const MeshUpdateFlags& flags)Private0x08
void SetListForChannel(const VertexAttribute& channel, const VertexAttributeFormat& format, int dim, List<T> values, int start, int length, const MeshUpdateFlags& flags)Private0x08
void SetListForChannel(const VertexAttribute& channel, List<T> values, int start, int length, const MeshUpdateFlags& flags)Private0x08
void GetListForChannel(List<T> buffer, int capacity, const VertexAttribute& channel, int dim)Private—0x08
void GetListForChannel(List<T> buffer, int capacity, const VertexAttribute& channel, int dim, const VertexAttributeFormat& channelType)Private0x08
Vector3[] get_vertices()Public+1 flags0x08
void set_vertices(const Vector3[]& value)Public+1 flags0x08
Vector3[] get_normals()Public+1 flags0x08
void set_normals(const Vector3[]& value)Public+1 flags0x08
Vector4[] get_tangents()Public+1 flags0x08
void set_tangents(const Vector4[]& value)Public+1 flags0x08
Vector2[] get_uv()Public+1 flags0x08
void set_uv(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_uv2()Public+1 flags0x08
void set_uv2(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_uv3()Public+1 flags0x08
void set_uv3(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_uv4()Public+1 flags0x08
void set_uv4(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_uv5()Public+1 flags0x08
void set_uv5(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_uv6()Public+1 flags0x08
void set_uv6(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_uv7()Public+1 flags0x08
void set_uv7(const Vector2[]& value)Public+1 flags0x08
Vector2[] get_uv8()Public+1 flags0x08
void set_uv8(const Vector2[]& value)Public+1 flags0x08
Color[] get_colors()Public+1 flags0x08
void set_colors(const Color[]& value)Public+1 flags0x08
Color32[] get_colors32()Public+1 flags0x08
void set_colors32(const Color32[]& value)Public+1 flags0x08
void GetVertices(List<UnityEngine.Vector3> vertices)Public0x08
void SetVertices(List<UnityEngine.Vector3> inVertices)Public0x08
void SetVertices(List<UnityEngine.Vector3> inVertices, int start, int length)Public0x08
void SetVertices(List<UnityEngine.Vector3> inVertices, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetVertices(const Vector3[]& inVertices)Public0x08
void SetVertices(const Vector3[]& inVertices, int start, int length)Public0x08
void SetVertices(const Vector3[]& inVertices, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetVertices(const NativeArray<T>& inVertices)Public0x10
void SetVertices(const NativeArray<T>& inVertices, int start, int length)Public0x10
void SetVertices(const NativeArray<T>& inVertices, int start, int length, const MeshUpdateFlags& flags)Public0x10
void GetNormals(List<UnityEngine.Vector3> normals)Public0x08
void SetNormals(List<UnityEngine.Vector3> inNormals)Public0x08
void SetNormals(List<UnityEngine.Vector3> inNormals, int start, int length)Public0x08
void SetNormals(List<UnityEngine.Vector3> inNormals, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetNormals(const Vector3[]& inNormals)Public0x08
void SetNormals(const Vector3[]& inNormals, int start, int length)Public0x08
void SetNormals(const Vector3[]& inNormals, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetNormals(const NativeArray<T>& inNormals)Public0x10
void SetNormals(const NativeArray<T>& inNormals, int start, int length)Public0x10
void SetNormals(const NativeArray<T>& inNormals, int start, int length, const MeshUpdateFlags& flags)Public0x10
void GetTangents(List<UnityEngine.Vector4> tangents)Public0x08
void SetTangents(List<UnityEngine.Vector4> inTangents)Public0x08
void SetTangents(List<UnityEngine.Vector4> inTangents, int start, int length)Public0x08
void SetTangents(List<UnityEngine.Vector4> inTangents, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetTangents(const Vector4[]& inTangents)Public0x08
void SetTangents(const Vector4[]& inTangents, int start, int length)Public0x08
void SetTangents(const Vector4[]& inTangents, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetTangents(const NativeArray<T>& inTangents)Public0x10
void SetTangents(const NativeArray<T>& inTangents, int start, int length)Public0x10
void SetTangents(const NativeArray<T>& inTangents, int start, int length, const MeshUpdateFlags& flags)Public0x10
void GetColors(List<UnityEngine.Color> colors)Public0x08
void SetColors(List<UnityEngine.Color> inColors)Public0x08
void SetColors(List<UnityEngine.Color> inColors, int start, int length)Public0x08
void SetColors(List<UnityEngine.Color> inColors, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetColors(const Color[]& inColors)Public0x08
void SetColors(const Color[]& inColors, int start, int length)Public0x08
void SetColors(const Color[]& inColors, int start, int length, const MeshUpdateFlags& flags)Public0x08
void GetColors(List<UnityEngine.Color32> colors)Public0x08
void SetColors(List<UnityEngine.Color32> inColors)Public0x08
void SetColors(List<UnityEngine.Color32> inColors, int start, int length)Public0x08
void SetColors(List<UnityEngine.Color32> inColors, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetColors(const Color32[]& inColors)Public0x08
void SetColors(const Color32[]& inColors, int start, int length)Public0x08
void SetColors(const Color32[]& inColors, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetColors(const NativeArray<T>& inColors)Public0x10
void SetColors(const NativeArray<T>& inColors, int start, int length)Public0x10
void SetColors(const NativeArray<T>& inColors, int start, int length, const MeshUpdateFlags& flags)Public0x10
void SetUvsImpl(int uvIndex, int dim, List<T> uvs, int start, int length, const MeshUpdateFlags& flags)Private0x08
void SetUVs(int channel, List<UnityEngine.Vector2> uvs)Public0x08
void SetUVs(int channel, List<UnityEngine.Vector3> uvs)Public0x08
void SetUVs(int channel, List<UnityEngine.Vector4> uvs)Public0x08
void SetUVs(int channel, List<UnityEngine.Vector2> uvs, int start, int length)Public0x08
void SetUVs(int channel, List<UnityEngine.Vector2> uvs, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetUVs(int channel, List<UnityEngine.Vector3> uvs, int start, int length)Public0x08
void SetUVs(int channel, List<UnityEngine.Vector3> uvs, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetUVs(int channel, List<UnityEngine.Vector4> uvs, int start, int length)Public0x08
void SetUVs(int channel, List<UnityEngine.Vector4> uvs, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetUvsImpl(int uvIndex, int dim, Array uvs, int arrayStart, int arraySize, const MeshUpdateFlags& flags)Private0x08
void SetUVs(int channel, const Vector2[]& uvs)Public0x08
void SetUVs(int channel, const Vector3[]& uvs)Public0x08
void SetUVs(int channel, const Vector4[]& uvs)Public0x08
void SetUVs(int channel, const Vector2[]& uvs, int start, int length)Public0x08
void SetUVs(int channel, const Vector2[]& uvs, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetUVs(int channel, const Vector3[]& uvs, int start, int length)Public0x08
void SetUVs(int channel, const Vector3[]& uvs, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetUVs(int channel, const Vector4[]& uvs, int start, int length)Public0x08
void SetUVs(int channel, const Vector4[]& uvs, int start, int length, const MeshUpdateFlags& flags)Public0x08
void SetUVs(int channel, const NativeArray<T>& uvs)Public0x10
void SetUVs(int channel, const NativeArray<T>& uvs, int start, int length)Public0x10
void SetUVs(int channel, const NativeArray<T>& uvs, int start, int length, const MeshUpdateFlags& flags)Public0x10
void GetUVsImpl(int uvIndex, List<T> uvs, int dim)Private0x08
void GetUVs(int channel, List<UnityEngine.Vector2> uvs)Public0x08
void GetUVs(int channel, List<UnityEngine.Vector3> uvs)Public0x08
void GetUVs(int channel, List<UnityEngine.Vector4> uvs)Public0x08
int get_vertexAttributeCount()Public+1 flags0x04
VertexAttributeDescriptor[] GetVertexAttributes()Public0x08
int GetVertexAttributes(const VertexAttributeDescriptor[]& attributes)Public0x08
int GetVertexAttributes(List<UnityEngine.Rendering.VertexAttributeDescriptor> attributes)Public0x08
void SetVertexBufferParams(int vertexCount, const VertexAttributeDescriptor[]& attributes)Public0x08
void SetVertexBufferParams(int vertexCount, const NativeArray<UnityEngine.Rendering.VertexAttributeDescriptor>& attributes)Public0x10
void SetVertexBufferData(const NativeArray<T>& data, int dataStart, int meshBufferStart, int count, int stream, const MeshUpdateFlags& flags)Public0x10
void SetVertexBufferData(const T[]& data, int dataStart, int meshBufferStart, int count, int stream, const MeshUpdateFlags& flags)Public0x08
void SetVertexBufferData(List<T> data, int dataStart, int meshBufferStart, int count, int stream, const MeshUpdateFlags& flags)Public0x08
MeshDataArray AcquireReadOnlyMeshData(Mesh mesh)PublicStatic0x10
MeshDataArray AcquireReadOnlyMeshData(const Mesh[]& meshes)PublicStatic0x10
MeshDataArray AcquireReadOnlyMeshData(List<UnityEngine.Mesh> meshes)PublicStatic0x10
MeshDataArray AllocateWritableMeshData(int meshCount)PublicStatic0x10
MeshDataArray AllocateWritableMeshData(Mesh mesh)PublicStatic0x10
MeshDataArray AllocateWritableMeshData(const Mesh[]& meshes)PublicStatic0x10
MeshDataArray AllocateWritableMeshData(List<UnityEngine.Mesh> meshes)PublicStatic0x10
void ApplyAndDisposeWritableMeshData(const MeshDataArray& data, Mesh mesh, const MeshUpdateFlags& flags)PublicStatic0x10
void ApplyAndDisposeWritableMeshData(const MeshDataArray& data, const Mesh[]& meshes, const MeshUpdateFlags& flags)PublicStatic0x10
void ApplyAndDisposeWritableMeshData(const MeshDataArray& data, List<UnityEngine.Mesh> meshes, const MeshUpdateFlags& flags)PublicStatic0x10
GraphicsBuffer GetVertexBuffer(int index)Public0x08
GraphicsBuffer GetIndexBuffer()Public0x08
GraphicsBuffer GetBoneWeightBuffer(const SkinWeights& layout)Public0x08
GraphicsBuffer GetBlendShapeBuffer(const BlendShapeBufferLayout& layout)Public0x08
GraphicsBuffer GetBlendShapeBuffer()Public0x08
BlendShapeBufferRange GetBlendShapeBufferRange(int blendShapeIndex)Public0x08
void PrintErrorCantAccessIndices()Private0x00
bool CheckCanAccessSubmesh(int submesh, bool errorAboutTriangles)Private0x04
bool CheckCanAccessSubmeshTriangles(int submesh)Private0x04
bool CheckCanAccessSubmeshIndices(int submesh)Private0x04
int[] get_triangles()Public+1 flags0x08
void set_triangles(const int[]& value)Public+1 flags0x08
int[] GetTriangles(int submesh)Public0x08
int[] GetTriangles(int submesh, bool applyBaseVertex)Public0x08
void GetTriangles(List<System.Int32> triangles, int submesh)Public0x08
void GetTriangles(List<System.Int32> triangles, int submesh, bool applyBaseVertex)Public0x08
void GetTriangles(List<System.UInt16> triangles, int submesh, bool applyBaseVertex)Public0x08
int[] GetIndices(int submesh)Public0x08
int[] GetIndices(int submesh, bool applyBaseVertex)Public0x08
void GetIndices(List<System.Int32> indices, int submesh)Public0x08
void GetIndices(List<System.Int32> indices, int submesh, bool applyBaseVertex)Public0x08
void GetIndices(List<System.UInt16> indices, int submesh, bool applyBaseVertex)Public0x08
void SetIndexBufferData(const NativeArray<T>& data, int dataStart, int meshBufferStart, int count, const MeshUpdateFlags& flags)Public0x10
void SetIndexBufferData(const T[]& data, int dataStart, int meshBufferStart, int count, const MeshUpdateFlags& flags)Public0x08
void SetIndexBufferData(List<T> data, int dataStart, int meshBufferStart, int count, const MeshUpdateFlags& flags)Public0x08
uint GetIndexStart(int submesh)Public0x04
uint GetIndexCount(int submesh)Public0x04
uint GetBaseVertex(int submesh)Public0x04
void CheckIndicesArrayRange(int valuesLength, int start, int length)Private0x04
void SetTrianglesImpl(int submesh, const IndexFormat& indicesFormat, Array triangles, int trianglesArrayLength, int start, int length, bool calculateBounds, int baseVertex)Private0x08
void SetTriangles(const int[]& triangles, int submesh)Public0x08
void SetTriangles(const int[]& triangles, int submesh, bool calculateBounds)Public0x08
void SetTriangles(const int[]& triangles, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetTriangles(const int[]& triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetTriangles(const ushort[]& triangles, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetTriangles(const ushort[]& triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetTriangles(List<System.Int32> triangles, int submesh)Public0x08
void SetTriangles(List<System.Int32> triangles, int submesh, bool calculateBounds)Public0x08
void SetTriangles(List<System.Int32> triangles, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetTriangles(List<System.Int32> triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetTriangles(List<System.UInt16> triangles, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetTriangles(List<System.UInt16> triangles, int trianglesStart, int trianglesLength, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetIndices(const int[]& indices, const MeshTopology& topology, int submesh)Public0x08
void SetIndices(const int[]& indices, const MeshTopology& topology, int submesh, bool calculateBounds)Public0x08
void SetIndices(const int[]& indices, const MeshTopology& topology, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetIndices(const int[]& indices, int indicesStart, int indicesLength, const MeshTopology& topology, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetIndices(const ushort[]& indices, const MeshTopology& topology, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetIndices(const ushort[]& indices, int indicesStart, int indicesLength, const MeshTopology& topology, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetIndices(const NativeArray<T>& indices, const MeshTopology& topology, int submesh, bool calculateBounds, int baseVertex)Public0x10
void SetIndices(const NativeArray<T>& indices, int indicesStart, int indicesLength, const MeshTopology& topology, int submesh, bool calculateBounds, int baseVertex)Public0x10
void SetIndices(List<System.Int32> indices, const MeshTopology& topology, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetIndices(List<System.Int32> indices, int indicesStart, int indicesLength, const MeshTopology& topology, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetIndices(List<System.UInt16> indices, const MeshTopology& topology, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetIndices(List<System.UInt16> indices, int indicesStart, int indicesLength, const MeshTopology& topology, int submesh, bool calculateBounds, int baseVertex)Public0x08
void SetSubMeshes(const SubMeshDescriptor[]& desc, int start, int count, const MeshUpdateFlags& flags)Public0x08
void SetSubMeshes(const SubMeshDescriptor[]& desc, const MeshUpdateFlags& flags)Public0x08
void SetSubMeshes(List<UnityEngine.Rendering.SubMeshDescriptor> desc, int start, int count, const MeshUpdateFlags& flags)Public0x08
void SetSubMeshes(List<UnityEngine.Rendering.SubMeshDescriptor> desc, const MeshUpdateFlags& flags)Public0x08
void SetSubMeshes(const NativeArray<T>& desc, int start, int count, const MeshUpdateFlags& flags)Public0x10
void SetSubMeshes(const NativeArray<T>& desc, const MeshUpdateFlags& flags)Public0x10
void GetBindposes(List<UnityEngine.Matrix4x4> bindposes)Public0x08
void GetBoneWeights(List<UnityEngine.BoneWeight> boneWeights)Public0x08
BoneWeight[] get_boneWeights()Public+1 flags0x08
void set_boneWeights(const BoneWeight[]& value)Public+1 flags0x08
SkinWeights get_skinWeightBufferLayout()Public+1 flags0x04
void Clear(bool keepVertexLayout)Public0x01
void Clear()Public0x00
void RecalculateBounds()Public0x00
void RecalculateNormals()Public0x00
void RecalculateTangents()Public0x00
void RecalculateBounds(const MeshUpdateFlags& flags)Public0x04
void RecalculateNormals(const MeshUpdateFlags& flags)Public0x04
void RecalculateTangents(const MeshUpdateFlags& flags)Public0x04
void RecalculateUVDistributionMetric(int uvSetIndex, float uvAreaThreshold)Public0x04
void RecalculateUVDistributionMetrics(float uvAreaThreshold)Public0x04
void MarkDynamic()Public0x00
void UploadMeshData(bool markNoLongerReadable)Public0x01
void Optimize()Public0x00
void OptimizeIndexBuffers()Public0x00
void OptimizeReorderVertexBuffer()Public0x00
MeshTopology GetTopology(int submesh)Public0x04
void CombineMeshes(const CombineInstance[]& combine, bool mergeSubMeshes, bool useMatrices, bool hasLightmapData)Public0x08
void CombineMeshes(const CombineInstance[]& combine, bool mergeSubMeshes, bool useMatrices)Public0x08
void CombineMeshes(const CombineInstance[]& combine, bool mergeSubMeshes)Public0x08
void CombineMeshes(const CombineInstance[]& combine)Public0x08
long FromInstanceID_Injected(int id)PrivateStatic0x08
IndexFormat get_indexFormat_Injected(long _unity_self)PrivateStatic0x08
void set_indexFormat_Injected(long _unity_self, const IndexFormat& value)PrivateStatic0x08
uint GetTotalIndexCount_Injected(long _unity_self)PrivateStatic0x08
void SetIndexBufferParams_Injected(long _unity_self, int indexCount, const IndexFormat& format)PrivateStatic0x08
void InternalSetIndexBufferData_Injected(long _unity_self, long data, int dataStart, int meshBufferStart, int count, int elemSize, const MeshUpdateFlags& flags)PrivateStatic0x08
void InternalSetIndexBufferDataFromArray_Injected(long _unity_self, Array data, int dataStart, int meshBufferStart, int count, int elemSize, const MeshUpdateFlags& flags)PrivateStatic0x08
void SetVertexBufferParamsFromPtr_Injected(long _unity_self, int vertexCount, long attributesPtr, int attributesCount)PrivateStatic0x08
void SetVertexBufferParamsFromArray_Injected(long _unity_self, int vertexCount, ref ManagedSpanWrapper& attributes)PrivateStatic0x10
void InternalSetVertexBufferData_Injected(long _unity_self, int stream, long data, int dataStart, int meshBufferStart, int count, int elemSize, const MeshUpdateFlags& flags)PrivateStatic0x08
void InternalSetVertexBufferDataFromArray_Injected(long _unity_self, int stream, Array data, int dataStart, int meshBufferStart, int count, int elemSize, const MeshUpdateFlags& flags)PrivateStatic0x08
Array GetVertexAttributesAlloc_Injected(long _unity_self)PrivateStatic0x08
int GetVertexAttributesArray_Injected(long _unity_self, ref ManagedSpanWrapper& attributes)PrivateStatic0x10
int GetVertexAttributesList_Injected(long _unity_self, ref BlittableListWrapper& attributes)PrivateStatic0x18
int GetVertexAttributeCountImpl_Injected(long _unity_self)PrivateStatic0x08
void GetVertexAttribute_Injected(long _unity_self, int index, ref VertexAttributeDescriptor& ret)PrivateStatic0x10
uint GetIndexStartImpl_Injected(long _unity_self, int submesh)PrivateStatic0x08
uint GetIndexCountImpl_Injected(long _unity_self, int submesh)PrivateStatic0x08
uint GetTrianglesCountImpl_Injected(long _unity_self, int submesh)PrivateStatic0x08
uint GetBaseVertexImpl_Injected(long _unity_self, int submesh)PrivateStatic0x08
void GetTrianglesImpl_Injected(long _unity_self, int submesh, bool applyBaseVertex, ref BlittableArrayWrapper& ret)PrivateStatic0x10
void GetIndicesImpl_Injected(long _unity_self, int submesh, bool applyBaseVertex, ref BlittableArrayWrapper& ret)PrivateStatic0x10
void SetIndicesImpl_Injected(long _unity_self, int submesh, const MeshTopology& topology, const IndexFormat& indicesFormat, Array indices, int arrayStart, int arraySize, bool calculateBounds, int baseVertex)PrivateStatic0x08
void SetIndicesNativeArrayImpl_Injected(long _unity_self, int submesh, const MeshTopology& topology, const IndexFormat& indicesFormat, long indices, int arrayStart, int arraySize, bool calculateBounds, int baseVertex)PrivateStatic0x08
void GetTrianglesNonAllocImpl_Injected(long _unity_self, ref BlittableArrayWrapper& values, int submesh, bool applyBaseVertex)PrivateStatic0x10
void GetTrianglesNonAllocImpl16_Injected(long _unity_self, ref BlittableArrayWrapper& values, int submesh, bool applyBaseVertex)PrivateStatic0x10
void GetIndicesNonAllocImpl_Injected(long _unity_self, ref BlittableArrayWrapper& values, int submesh, bool applyBaseVertex)PrivateStatic0x10
void GetIndicesNonAllocImpl16_Injected(long _unity_self, ref BlittableArrayWrapper& values, int submesh, bool applyBaseVertex)PrivateStatic0x10
void PrintErrorCantAccessChannel_Injected(long _unity_self, const VertexAttribute& ch)PrivateStatic0x08
bool HasVertexAttribute_Injected(long _unity_self, const VertexAttribute& attr)PrivateStatic0x08
int GetVertexAttributeDimension_Injected(long _unity_self, const VertexAttribute& attr)PrivateStatic0x08
VertexAttributeFormat GetVertexAttributeFormat_Injected(long _unity_self, const VertexAttribute& attr)PrivateStatic0x08
int GetVertexAttributeStream_Injected(long _unity_self, const VertexAttribute& attr)PrivateStatic0x08
int GetVertexAttributeOffset_Injected(long _unity_self, const VertexAttribute& attr)PrivateStatic0x08
void SetArrayForChannelImpl_Injected(long _unity_self, const VertexAttribute& channel, const VertexAttributeFormat& format, int dim, Array values, int arraySize, int valuesStart, int valuesCount, const MeshUpdateFlags& flags)PrivateStatic0x08
void SetNativeArrayForChannelImpl_Injected(long _unity_self, const VertexAttribute& channel, const VertexAttributeFormat& format, int dim, long values, int arraySize, int valuesStart, int valuesCount, const MeshUpdateFlags& flags)PrivateStatic0x08
Array GetAllocArrayFromChannelImpl_Injected(long _unity_self, const VertexAttribute& channel, const VertexAttributeFormat& format, int dim)PrivateStatic0x08
void GetArrayFromChannelImpl_Injected(long _unity_self, const VertexAttribute& channel, const VertexAttributeFormat& format, int dim, Array values)PrivateStatic0x08
int get_vertexBufferCount_Injected(long _unity_self)PrivateStatic0x08
int GetVertexBufferStride_Injected(long _unity_self, int stream)PrivateStatic0x08
long GetNativeVertexBufferPtr_Injected(long _unity_self, int index)PrivateStatic0x08
long GetNativeIndexBufferPtr_Injected(long _unity_self)PrivateStatic0x08
long GetVertexBufferImpl_Injected(long _unity_self, int index)PrivateStatic0x08
long GetIndexBufferImpl_Injected(long _unity_self)PrivateStatic0x08
long GetBoneWeightBufferImpl_Injected(long _unity_self, int bonesPerVertex)PrivateStatic0x08
long GetBlendShapeBufferImpl_Injected(long _unity_self, int layout)PrivateStatic0x08
Target get_vertexBufferTarget_Injected(long _unity_self)PrivateStatic0x08
void set_vertexBufferTarget_Injected(long _unity_self, const Target& value)PrivateStatic0x08
Target get_indexBufferTarget_Injected(long _unity_self)PrivateStatic0x08
void set_indexBufferTarget_Injected(long _unity_self, const Target& value)PrivateStatic0x08
int get_blendShapeCount_Injected(long _unity_self)PrivateStatic0x08
void ClearBlendShapes_Injected(long _unity_self)PrivateStatic0x08
void GetBlendShapeName_Injected(long _unity_self, int shapeIndex, ref ManagedSpanWrapper& ret)PrivateStatic0x10
int GetBlendShapeIndex_Injected(long _unity_self, ref ManagedSpanWrapper& blendShapeName)PrivateStatic0x10
int GetBlendShapeFrameCount_Injected(long _unity_self, int shapeIndex)PrivateStatic0x08
float GetBlendShapeFrameWeight_Injected(long _unity_self, int shapeIndex, int frameIndex)PrivateStatic0x08
void GetBlendShapeFrameVertices_Injected(long _unity_self, int shapeIndex, int frameIndex, ref ManagedSpanWrapper& deltaVertices, ref ManagedSpanWrapper& deltaNormals, ref ManagedSpanWrapper& deltaTangents)PrivateStatic0x10
void AddBlendShapeFrame_Injected(long _unity_self, ref ManagedSpanWrapper& shapeName, float frameWeight, ref ManagedSpanWrapper& deltaVertices, ref ManagedSpanWrapper& deltaNormals, ref ManagedSpanWrapper& deltaTangents)PrivateStatic0x10
void GetBlendShapeOffsetInternal_Injected(long _unity_self, int index, ref BlendShape& ret)PrivateStatic0x0C
bool HasBoneWeights_Injected(long _unity_self)PrivateStatic0x08
void GetBoneWeightsImpl_Injected(long _unity_self, ref BlittableArrayWrapper& ret)PrivateStatic0x10
void SetBoneWeightsImpl_Injected(long _unity_self, ref ManagedSpanWrapper& weights)PrivateStatic0x10
void InternalSetBoneWeights_Injected(long _unity_self, long bonesPerVertex, int bonesPerVertexSize, long weights, int weightsSize)PrivateStatic0x08
int GetAllBoneWeightsArraySize_Injected(long _unity_self)PrivateStatic0x08
int GetBoneWeightBufferLayoutInternal_Injected(long _unity_self)PrivateStatic0x08
long GetAllBoneWeightsArray_Injected(long _unity_self)PrivateStatic0x08
long GetBonesPerVertexArray_Injected(long _unity_self)PrivateStatic0x08
int get_bindposeCount_Injected(long _unity_self)PrivateStatic0x08
void get_bindposes_Injected(long _unity_self, ref BlittableArrayWrapper& ret)PrivateStatic0x10
void set_bindposes_Injected(long _unity_self, ref ManagedSpanWrapper& value)PrivateStatic0x10
void SetBindposesFromScript_NativeArray_Injected(long _unity_self, long posesPtr, int posesCount)PrivateStatic0x08
long GetBindposesArray_Injected(long _unity_self)PrivateStatic0x08
void GetBoneWeightsNonAllocImpl_Injected(long _unity_self, ref BlittableArrayWrapper& values)PrivateStatic0x10
void GetBindposesNonAllocImpl_Injected(long _unity_self, ref BlittableArrayWrapper& values)PrivateStatic0x10
bool get_isReadable_Injected(long _unity_self)PrivateStatic0x08
bool get_canAccess_Injected(long _unity_self)PrivateStatic0x08
int get_vertexCount_Injected(long _unity_self)PrivateStatic0x08
int get_subMeshCount_Injected(long _unity_self)PrivateStatic0x08
void set_subMeshCount_Injected(long _unity_self, int value)PrivateStatic0x08
void SetSubMesh_Injected(long _unity_self, int index, ref SubMeshDescriptor& desc, const MeshUpdateFlags& flags)PrivateStatic0x30
void GetSubMesh_Injected(long _unity_self, int index, ref SubMeshDescriptor& ret)PrivateStatic0x30
void SetAllSubMeshesAtOnceFromArray_Injected(long _unity_self, ref ManagedSpanWrapper& desc, int start, int count, const MeshUpdateFlags& flags)PrivateStatic0x10
void SetAllSubMeshesAtOnceFromNativeArray_Injected(long _unity_self, long desc, int start, int count, const MeshUpdateFlags& flags)PrivateStatic0x08
void get_bounds_Injected(long _unity_self, ref Bounds& ret)PrivateStatic0x18
void set_bounds_Injected(long _unity_self, ref Bounds& value)PrivateStatic0x18
void ClearImpl_Injected(long _unity_self, bool keepVertexLayout)PrivateStatic0x08
void RecalculateBoundsImpl_Injected(long _unity_self, const MeshUpdateFlags& flags)PrivateStatic0x08
void RecalculateNormalsImpl_Injected(long _unity_self, const MeshUpdateFlags& flags)PrivateStatic0x08
void RecalculateTangentsImpl_Injected(long _unity_self, const MeshUpdateFlags& flags)PrivateStatic0x08
void MarkDynamicImpl_Injected(long _unity_self)PrivateStatic0x08
void MarkModified_Injected(long _unity_self)PrivateStatic0x08
void UploadMeshDataImpl_Injected(long _unity_self, bool markNoLongerReadable)PrivateStatic0x08
MeshTopology GetTopologyImpl_Injected(long _unity_self, int submesh)PrivateStatic0x08
void RecalculateUVDistributionMetricImpl_Injected(long _unity_self, int uvSetIndex, float uvAreaThreshold)PrivateStatic0x08
void RecalculateUVDistributionMetricsImpl_Injected(long _unity_self, float uvAreaThreshold)PrivateStatic0x08
float GetUVDistributionMetric_Injected(long _unity_self, int uvSetIndex)PrivateStatic0x08
void CombineMeshesImpl_Injected(long _unity_self, ref ManagedSpanWrapper& combine, bool mergeSubMeshes, bool useMatrices, bool hasLightmapData)PrivateStatic0x10
void OptimizeImpl_Injected(long _unity_self)PrivateStatic0x08
void OptimizeIndexBuffersImpl_Injected(long _unity_self)PrivateStatic0x08
void OptimizeReorderVertexBufferImpl_Injected(long _unity_self)PrivateStatic0x08

Used by 61

types with a member, parameter or interface of this type