extern private void InternalSetVertexBufferData(int stream, IntPtr data, int dataStart, int meshBufferStart, int count, int elemSize, UnityEngine.Rendering.MeshUpdateFlags flags);
 extern private void InternalSetVertexBufferDataFromArray(int stream, System.Array data, int dataStart, int meshBufferStart, int count, int elemSize, UnityEngine.Rendering.MeshUpdateFlags flags);
 [NativeMethod("RecalculateTangents")]   extern private void RecalculateTangentsImpl(UnityEngine.Rendering.MeshUpdateFlags flags);
 extern private void SetAllSubMeshesAtOnceFromNativeArray(IntPtr desc, int start, int count, UnityEngine.Rendering.MeshUpdateFlags flags = UnityEngine.Rendering.MeshUpdateFlags.Default);
 extern private void SetAllSubMeshesAtOnceFromArray(SubMeshDescriptor[] desc, int start, int count, UnityEngine.Rendering.MeshUpdateFlags flags = UnityEngine.Rendering.MeshUpdateFlags.Default);
 extern public void SetSubMesh(int index, SubMeshDescriptor desc, UnityEngine.Rendering.MeshUpdateFlags flags = UnityEngine.Rendering.MeshUpdateFlags.Default);
 extern private void SetNativeArrayForChannelImpl(VertexAttribute channel, VertexAttributeFormat format, int dim, IntPtr values, int arraySize, int valuesStart, int valuesCount, UnityEngine.Rendering.MeshUpdateFlags flags);