| void SolveTwoBoneIK(const AnimationStream& stream, const ReadWriteTransformHandle& root, const ReadWriteTransformHandle& mid, const ReadWriteTransformHandle& tip, const ReadOnlyTransformHandle& target, const ReadOnlyTransformHandle& hint, float posWeight, float rotWeight, float hintWeight, const AffineTransform& targetOffset) | PublicStatic | — | 0x38 |
| float TriangleAngle(float aLen, float aLen1, float aLen2) | PrivateStatic | — | 0x04 |
| bool SolveFABRIK(ref NativeArray<UnityEngine.Vector3>& linkPositions, ref NativeArray<System.Single>& linkLengths, const Vector3& target, float tolerance, float maxReach, int maxIterations) | PublicStatic | — | 0x10 |
| float SqrDistance(const Vector3& lhs, const Vector3& rhs) | PublicStatic | — | 0x0C |
| float Square(float value) | PublicStatic | — | 0x04 |
| Vector3 Lerp(const Vector3& a, const Vector3& b, const Vector3& t) | PublicStatic | — | 0x0C |
| float Select(float a, float b, float c) | PublicStatic | — | 0x04 |
| Vector3 Select(const Vector3& a, const Vector3& b, const Vector3& c) | PublicStatic | — | 0x0C |
| Vector3 ProjectOnPlane(const Vector3& vector, const Vector3& planeNormal) | PublicStatic | — | 0x0C |
| float Sum(const AnimationJobCache& cache, const CacheIndex& index, int count) | Static+1 flags | — | 0x10 |
| float Sum(const NativeArray<System.Single>& floatBuffer) | PublicStatic | — | 0x10 |
| void PassThrough(const AnimationStream& stream, const ReadWriteTransformHandle& handle) | PublicStatic | — | 0x38 |