|ResaveMesh()|null|Will generate a new asset and URL, without destroying or modifying the previous one.
|RecalculateNormals[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Will recalculate all of the vertex normals on the mesh.
|RecalculateNormals()|null|Will recalculate all of the vertex normals on the mesh.
|RecalculateNormalsMerged[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalculates this meshes vertex normals which effects shading.
|RecalculateNormalsMerged()|null| Recalculates this meshes vertex normals which effects shading.
|RecalculateTangentsSimple[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalulates mesh tangents which affect shading. Simple mode.
|RecalculateTangentsMikktspace()|null| Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition.
|RecalculateTangentsMikktspace[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Recalcates mesh tangents which affect shading. This is Mikkspace which is defined by UnityEngine's definition.
|RecalculateTangentsSimple()|null| Recalulates mesh tangents which affect shading. Simple mode.
|MakeDualSided()|null|Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides.
|FlipNormals[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Flips the vertex normals of the mesh (used to fix issues with shadows being on the lit side of a mesh)
|ConvertToFlatShading()|null|Duplicates all shared vertices on the mesh, so that the vertex normals for a given face can be perpendicular, resulting in a faceted (or "flat") look.
|ReverseWinding[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Reverses the vertex winding order of the mesh (used to fix issues where mesh is "inside out")
|ConvertToConvexHull()|null| creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape.
|MakeDualSided[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Duplicates all vertices on the mesh, but with an inverted winding, which allows it to be seen from both sides.
|ConvertToPointCloud()|null| Creates a mesh that is a cloud of points using the vertices of this mesh.
|ConvertToFlatShading[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false|Duplicates all shared vertices on the mesh, so that the vertex normals for a given face can be perpendicular, resulting in a faceted (or "flat") look.
|MergeDoubles()|null| Merges all the vertices in the exact same place on the mesh.
|MergeDoubles[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Merges all the vertices in the exact same place on the mesh.
|StripEmptyBlendshapes()|null| Strips blendshapes from the mesh that don't move any vertices.
|StripEmptyBlendshapes[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Strips blendshapes from the mesh that don't move any vertices.
|StripBlendshapeNormals()|null| Gets rid of per shapekey normal data
|StripBlendshapeTangents()|null| Gets rid of per shapekey tangent data.
|StripBlendshapeNormals[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Gets rid of per shapekey normal data
|GetBoneList()|null| Gets the names of bone data associated with this mesh.
|StripBlendshapeTangents[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Gets rid of per shapekey tangent data.
|GetBoneData()|null| Gets all the data about bones associated with this mesh.
|TrimBoneWeightCount()|null|Trims the number of bones affecting any vertex in the mesh to 1, 2, 3 or 4 Bones.
|ConvertToConvexHull[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| creates a Convex Hull Mesh from this mesh. Which a good analogy is wrapping the mesh in plastic wrap for a new shape.
|ScaleUVs()|null|Multiplies the texture coordinates of the mesh by the given value.
|ConvertToPointCloud[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`1|Func`1]]<[[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Creates a mesh that is a cloud of points using the vertices of this mesh.
The StaticMesh component is used to load a static mesh asset from the Uri specified in `URL`
Generally, you will not need to use this component directly, as it is created automatically when importing a new mesh, or when baking a Procedural Mesh using the Sync Method BakeMesh()