Deformed Mesh

Add

 //Add new deformed mesh component to the spline plus gameobject
 public static DeformedMesh Add_DeformMesh(this SPData sPData)

Processing

 //Set the processing type
 public static void Set_Processing(this DeformedMesh deformedMesh, Processing processing)

 //Get processing type
 public static Processing Get_Processing(this DeformedMesh deformedMesh)

Update

 //force update on all branches
 public static void Update_Branches( bool updateBaseMesh, bool updateMaterials)

 //update branche
 public static void Update_Branch( int branchKey, bool updateBaseMesh, bool updateMaterials)

 //Update node
 public static void Update_Node( Node node, bool updateBaseMesh, bool updateMaterials)

Create Prefab Mesh

 public static PrefabMesh Create_PrefabMesh( int branchKey, GameObject prefabMeshGO)

Prefab Mesh Game Object

 //set prefab mesh game object 
 public static void Set_Prefab(  GameObject prefab, string name)

 //get prefab mesh game object
 public static GameObject Get_Prefab()

Deformation Type

 //set deformation type
 public static void Set_DeformationType(DeformationType deformationType)

 //get deformation type
 public static DeformationType Get_DeformationType()

Material

 //Set material
 public static void Set_Material(  Material mat)

 //Get material
 public static Material Get_Material()

Spacing

 //set spacing
 public static void Set_Spacing(float spacing)

 //get spacing 
 public static void Get_Spacing()

Tiling

 //set tiling
 public static void Set_Tiling(int tiling)

 //get tiling
 public static int Get_Tiling()

Placement

 //set placement
 public static void Set_Placement(float placement)

 //get placement
 public static float Get_Placement

Mesh Trim

 //set mesh trim
 public static void Set_MeshTrim( MeshTrim meshTrim)

 //Get mesh trim
 public static MeshTrim Get_MeshTrim()

Mirror

 //set mirror axis
 public static void Set_MirrorAxis(  MirrorAxes mirrorAxis)

 //get mirror axis
 public static MirrorAxes Get_MirrorAxis()

Offset

 //set offset
 public static void Set_Offset( Vector3 offset)

 //get offset
 public static Vector3 Get_Offset()

Rotation

 //set rotation
 public static void Set_Rotation( Vector3 rot)

 //get rotation
 public static Vector3 Get_Rotation()

Scale

 //set non uniform scale
 public static void Set_NonUniform_Scale( Vector3 offset)

 //get non uniform scale
 public static Vector3 Get_NodeUniform_Scale()

 //set uniform scale
 public static void Set_Uniform_Scale(float uniformScale)

 //get uniform scale 
 public static float Get_Uniform_Scale()