This table lists all default property types available in Kanzi. See Property system, Creating custom property types, and Object and resource reference.
| Name | Display Name | Inherited | Attachable | Description |
|---|---|---|---|---|
| ActionDelay | Action Delay (ms) | No | No | The time in milliseconds after which the message will be dispatched. |
| Ambient | Ambient Color | Yes | Yes | The color of the material when no light are present |
| AnimationValidator.AnimationItemBinaryType | Animation Item Binary Type | No | No | Binary type of animation item |
| AnimationValidator.AnimationItemPath | Animation Item Path | No | No | Path to animation item. The animation item will be applied by validator when input property changes |
| AnimationValidator.AnimationItemPlaybackReverse | Animation Item Playback Mode | No | No | Defines if animation item should be played normally or in reverse |
| AnimationValidator.AnimationItemRepeatCount | Animation Item Repeat Count | No | No | The numbers of repeats when playing animation item |
| AnimationValidator.AnimationItemType | Animation Item Type | No | No | Type of animation item (used internally by the engine) |
| BindingProperty.ConstantFloat | Binding Constant Property Value | No | No | Sets a property value to a float property or a float attribute a structured property |
| BlendIntensity | Blend Intensity | Yes | Yes | Controls the intensity how materials are blended on top of the existing color. Attached property enables overriding of the blend intensity of the used materials at render pass or object node level |
| BlendMode | Blend Mode | Yes | Yes | Controls how blending is performed. Attached property enables overriding of the blend mode of the used materials at render pass or object node level. Use "Alpha: Automatic" setting to use premultiplied or non-premultiplied alpha depending on the value of "Use Premultiplied Alpha by Default" project setting. |
| Button.Pressed | Button Pressed | No | Yes | When true, the button is in pressed-down state. |
| ButtonDownOnHover | Button Down On Hover | No | Yes | When true, hovering a pointer over button makes it go into pressed-down state. |
| ButtonLongPressInterval | Long Press Interval | No | Yes | Button long press happens after this delay (milliseconds, 0 means off). |
| ButtonRepeatInterval | Button Repeat Interval | No | Yes | An interval in milliseconds. Every time the specified time has passed and button has been held down, a 'Click' message is published. |
| ButtonToggleState | Button Toggle State | No | Yes | The current toggle state of the button. |
| ButtonToggleStateCount | Number of Toggle States | No | Yes | The number of toggle states of the button. |
| CameraAspectRatio | Aspect Ratio | No | No | The aspect ratio of the camera |
| CameraDisableAspectRatio | Use Viewport Aspect Ratio | No | No | Whether or not to use the aspect ratio setting from the viewport in render pass. If not, the aspect ratio can be specified in the camera. |
| CameraFov | FOV | No | No | The field-of-view of the camera in degrees |
| CameraFovType | FOV Type | No | No | Whether to specify the field-of-view in Y or X direction |
| CameraOrthogonalCoordinateSystemType | Orthogonal Type | No | No | ABSOLUTE / RELATIVE. In absolute mode the camera uses pixel coordinates. In relative mode the camera displays an area whose width is -1..1 scaled with orthogonal plane height. |
| CameraOrthogonalPlaneHeight | Orthogonal Plane Height | No | No | A value used for scaling the view area of a relative orthographic camera |
| CameraProjectionType | Projection Type | No | No | Whether to use perspective or orthographic camera |
| CameraZFar | Z Far | No | No | The distance of the far clipping plane. Nothing that is farther than the far clipping plane is displayed through the camera. |
| CameraZNear | Z Near | No | No | The proximity of the near clipping plane. Objects closer to camera are not displayed. |
| ClipChildren | Clip Children | No | Yes | Specified whether or not the children should be clipped. Children whose bounding box is completely outside the bounding box of the parent are clipped. The property is to be used with layout nodes. The children should only use transformation that contain only translation. |
| ColorBufferClearColor | Clear Color | No | No | The color used to clear the color buffer |
| ColorBufferClearEnabled | Clear Enabled | No | No | Whether or not to clear the color buffer before writing new color values |
| ColorIntensity | Color Intensity | Yes | Yes | The color intensity |
| ColorWriteMode | Color Write Mode | No | No | Options: None/RBG/RGBA. None: writing to color buffer is disabled. |
| ComposerEnabled | Enabled | No | Yes | This determines if composer is rendered (enabled by default). |
| ComposerExecutionPoint | ComposerExecutionPoint | No | Yes | If iterating through composers, stop at this composer and continue at the next frame |
| ComposerReference | Composer | No | Yes | Specifies the composer to be used in the scene. Defaults to default composer that renders the scene using a single render pass. |
| ComposerRenderToTexture | Is Render To Texture | No | No | If true, render to texture is enabled for composer |
| ConstraintInWorldCoordinates | Constraint In World Coordinates | No | Yes | Specifies if the object constraining is done in world coordinates (when false, done in local coordinates). |
| ConstraintOrientation | Constraint Orientation | No | Yes | Makes an object node where the property is attached to obtain orientation from target object |
| ConstraintPosition | Constraint Position | No | Yes | Makes an object node where the property is attached to obtain position from target object |
| CubemapRenderTarget | Cube-map Render Target | No | No | The render target of the render pass. The cube-map render pass renders to this target cube-map. |
| CubemapViewNode | Cube-map View Node | No | No | Node that is viewer for the cubemap |
| CullMode | Cull Mode | No | No | Whether or not to use culling of the triangle faces in the rendered meshes (NONE / BACK (Default) / FRONT). In backface culling the triangles whose normal points away from the camera are not rendered. Frontface culling drops the triangles whose normal points to the direction of the camera. |
| CustomComposerTypeName | Custom Composer Type Name | No | No | The factory name of the custom composer to be used |
| DepthBufferClearEnabled | Clear Enabled | No | No | Whether or not to clear depth buffer |
| DepthBufferClearValue | Clear Value | No | No | The value used for clearing the depth buffer |
| DepthBufferTestEnabled | Test Enabled | No | No | Whether or not the depth test is enabled |
| DepthBufferWriteEnabled | Write Enabled | No | No | Whether or not the writing of the depth buffer is enabled |
| Diffuse | Diffuse Color | Yes | Yes | The color of the material when it is lit by a light |
| DirectionalLight | Directional Light | No | Yes | Directional light settings |
| DirectionalLightColor | Color | No | Yes | The color of the light |
| DispatchMessageActionDispatchMode | Dispatch Mode | No | No | The message dispatch mode. Options: POST / SEND. POST queues the message after message handling is done and SEND dispatches the message right away in the middle of the message handling. |
| DispatchMessageActionRoutingTarget | Routing Target | No | No | Specifies the target item where to the message will be dispatched. If the target resides within scene graph, and the message type has tunneling and bubbling enabled, the message is tunneled and bubbled through the parents of the target. |
| DockLayoutDockingSide | Docking Side | Yes | Yes | The docking side of a child of the dock layout. |
| DockLayoutLastChildFill | Last Child Fill | Yes | Yes | When true, the last child of the dock layout is given all the remaining free space. |
| DrawnAsBoundingBox | Drawn as Bounding Box | Yes | Yes | When enabled the object is drawn its solid bounding box. |
| Emissive | Emissive Color | Yes | Yes | The color of the light that is emitted from the material surface |
| Enabled | Enabled | No | Yes | When disabled, the scene graph node doesn't receive input |
| ExpressionValidator.Argument1 | Argument 1 | No | No | The first argument in the expression |
| ExpressionValidator.Argument2 | Argument 2 | No | No | The second argument in the expression |
| ExpressionValidator.ArgumentAttribute1 | Property Attribute | No | No | The property attribute (See Property Data Types) on the target property to be animated |
| ExpressionValidator.ArgumentAttribute2 | Property Attribute | No | No | The property attribute (See Property Data Types) on the target property to be animated |
| ExpressionValidator.ArgumentLeft | Temporary Register Number For Result | No | No | The temporary register to write result to |
| ExpressionValidator.ArgumentRight | Temporary Register Number For Result | No | No | The temporary register to write result to |
| ExpressionValidator.ConstantArgumentPropertyType | Constant Property Type | No | No | Property type of constant argument |
| ExpressionValidator.ConstantFloatValue | Constant Float Value | No | No | Constant float value to be used in the expression |
| ExpressionValidator.ExtraArgumentField | Extra Property Attribute | No | No | Attribute of the extra item property |
| ExpressionValidator.ExtraArgumentObjectPath | Extra Object Path | No | No | Path to an object with extra argument |
| ExpressionValidator.ExtraArgumentPropertyType | Extra Property Type | No | No | Property type of extra argument |
| ExpressionValidator.Operation | Expression Operation | No | No | The operation in the expression |
| ExpressionValidator.Result | Temporary Register Number For Result | No | No | The temporary register to write result to |
| FaceToCamera | Face to Camera | Yes | Yes | When enabled the object node always turns itself to face the camera. FaceToCameraIsBillboarding affects how the objects look to camera. |
| FaceToCameraCylindral | Face to Camera Cylindrical | Yes | Yes | When enabled the object node always turns itself to face the camera according to cylinder in Y axis |
| FaceToCameraIsBillboarding | Face to Camera is Billboarding | Yes | Yes | Specifies if the object faces to camera with billboarding (matching the camera orientation with object) or by making object to look camera. |
| FaceToCameraTargetCamera | Face To Camera Target Camera | No | Yes | Target camera specified for face to camera, when NULL, uses the scene default camra. |
| FlowLayerPrimaryDirection | Primary Direction | Yes | Yes | The direction along which the child nodes are arranged until the layout width is reached. |
| FlowLayerSecondaryDirection | Secondary Direction | Yes | Yes | The direction along which the layout grows after the primary direction does not have space. |
| FlowLayoutPrimaryDirection | Primary Direction | Yes | Yes | The direction along which the child nodes are arranged until the layout width is reached. |
| FlowLayoutSecondaryDirection | Secondary Direction | Yes | Yes | The direction along which the layout grows after the primary direction does not have space. |
| FlushAfterRender | Flush After Render | No | Yes | This determines if GPU pipeline is flushed after rendering of this composer has occurred, to prevent GPU pipeline stall. |
| Focusable | Focusable | No | Yes | When enabled the object node can receive focus. |
| Focused | Focused | No | No | When enabled the object node has focus. |
| FogColor | Fog Color | Yes | Yes | The color of fog. Attached property enables overriding at render pass / scene level. |
| FogDensity | Fog Density | Yes | Yes | The density of fog. Attached property enables overriding at render pass / scene level. |
| FogEnd | Fog End | Yes | Yes | Fog ending distance for linear fog. Attached property enables overriding at render pass / scene level. |
| FogMode | Fog Mode | Yes | Yes | Attached property enables overriding at render pass / scene level. |
| FogStart | Fog Start | Yes | Yes | Fog starting distance for linear fog. Attached property enables overriding at render pass / scene level. |
| Font | Font | Yes | Yes | The font to be used for rendering the text |
| FontColor | Font Color | Yes | Yes | The color of the text |
| FontMaterial | Font Material | Yes | Yes | The material whose shader is used to render the text. The shader needs to include GlyphTexture uniform to be able to be used. An example of this kind of shader can be found by loading General/FontTexture.kzmat material type. |
| FontSize | Font Size | Yes | Yes | The size of the font in device independent pixels (DIP) |
| FrustumCullingOn | Frustum Culling | No | No | Whether or not to use frustum culling. When frustum culling is enabled the objects not overlapping with the viewing frustum of the camera are not rendered. |
| FrustumCullMargin | Frustum Cull Margin | No | Yes | Used to increase (or decrease) the margin of the frustum cull radius of given object. Useful when for example vertex shaders modify the geometry, and too early frustum culling is wanted to be prevented. |
| GestureRecognizer.Click | Enable Click | No | Yes | Whether or not to enable detection of clicks. |
| GestureRecognizer.MultiClick | Enable Double Click | No | Yes | Whether or not to enable detection of multi-clicks. Detection of multi-clicks introduces a small lag for detecting single-clicks. |
| GlobalAmbient | Global Ambient Color | No | Yes | A color that is multiplied automatically with the "Ambient" property of the materials in the scene. |
| GridLayoutColumn | Column | No | Yes | The column under which the scene graph node shall be put into when residing under grid layout |
| GridLayoutColumnDefinitions | Columns | No | Yes | The column definitions |
| GridLayoutColumnSpan | Column Span | No | Yes | The amount of columns a node that is under a grid layout occupies |
| GridLayoutDirection | Layout Direction | No | Yes | Which direction the items are laid out first. |
| GridLayoutRow | Row | No | Yes | The row under which the scene graph node shall be put into when residing under grid layout |
| GridLayoutRowDefinitions | Rows | No | Yes | The row definitions |
| GridLayoutRowSpan | Row Span | No | Yes | The amount of rows the node that is under a grid layout occupies |
| GridListBoxCellHeight | Cell Height | No | Yes | Height of one list box cell |
| GridListBoxCellWidth | Cell Width | No | Yes | Width of one list box cell |
| GridListBoxDirection | Layout Direction | No | Yes | Which direction the items are laid out first. |
| GridListBoxDraggingAccelerationCoefficient | Dragging Acceleration | No | Yes | How fast scrolling accelerates when dragging. |
| GridListBoxDraggingDragCoefficient | Dragging Drag | No | Yes | How much drag affects scrolling when dragging. |
| GridListBoxDraggingImpulseFactor | Dragging Impulse | No | Yes | How much impulse is generated from pointing device movement when dragging. |
| GridListBoxItemAreaBegin | Item Area Begin | No | Yes | Proportional offset where the area meant for items starts |
| GridListBoxItemAreaEnd | Item Area End | No | Yes | Proportional offset where the area meant for items ends |
| GridListBoxOffset | Current Offset in Grid List Box | Yes | Yes | Current relative offset of object in grid list box, in proportional range [0, 1]. |
| GridListBoxRecognitionThreshold | Recognition Threshold | No | Yes | How much the pointing device has to move for scrolling to start. |
| GridListBoxScrollAxis | Scroll Axis | No | Yes | Direction of Scroll View's primary axis |
| GridListBoxSensitivity | Scroll Sensitivity | No | Yes | How much the scroll value changes relative to pointing device movement on the scroll view plane. |
| GridListBoxSlidingAccelerationCoefficient | Sliding Acceleration | No | Yes | How fast scrolling accelerates when sliding. |
| GridListBoxSlidingDragCoefficient | Sliding Drag | No | Yes | How much drag affects scrolling when sliding. |
| GridListBoxSwipeDistance | Swipe Distance | No | Yes | How far a swipe sends the scroll value, relative to pointing device speed. |
| HitTestable | Hit Testable | Yes | Yes | When enabled, the object node can be picked from the active scene's default 3D camera. Hit testing is needed for example for the button components to work. |
| HitTestableContainer | Hit Testable Container | No | Yes | When enabled, the layout bounds are used as the hit testing geometry |
| ImageLayerTexture | Texture | No | Yes | Texture to use on this image layer, preferred over the image if present. |
| InstantiatedNode | Instantiated Node | No | No | The node to instantiate |
| IsDisabled | Disable KZB Export | No | Yes | Disables the exporting of the item into KZB. Can be used for, e.g. letting items out from certain profiles. The disabled items are always included in preview. |
| IsUsedByCode | Is Used by Code | No | Yes | Whether or not the application code uses this asset. Used for determining unused assets. |
| kzLightShadowProjectionMatrix0 | Shadow Map Projection Matrix | Yes | No | The matrix used for projecting the shadow map #1 |
| kzLightShadowProjectionMatrix1 | Shadow Map Projection Matrix | Yes | No | The matrix used for projecting the shadow map #2 |
| kzLightShadowProjectionMatrix2 | Shadow Map Projection Matrix | Yes | No | The matrix used for projecting the shadow map #3 |
| kzLightShadowProjectionMatrix3 | Shadow Map Projection Matrix | Yes | No | The matrix used for projecting the shadow map #4 |
| kzLightShadowViewPosition0 | Shadow Map View Position | Yes | No | The view position of the shadow viewer |
| LayerAspectRatio | Layer Aspect Ratio | No | Yes | User defined layer aspect ratio. This setting determines the proportion of width and height. If both those settings are fixed, the aspect ratio is ignored. |
| LayerBackgroundBrushColor | Layer Background Brush Color | No | Yes | Color for background brush color used for filling layer backgrounds. Set alpha to 0 to disable background brush. |
| LayerBackgroundBrushTexture | Layer Background Brush Texture | No | Yes | Texture for background brush used for filling layer backgrounds |
| LayerBackgroundMaterial | Layer Background Material | No | Yes | Material used for rendering layer backgrounds |
| LayerCacheChildren | Layer Cache Children | No | Yes | Cache layer's children into a render target, also see Layer Cache Self |
| LayerCacheResult | Layer Cache Result | No | Yes | Cache layer's final result (combination of itself and its children) into a render target |
| LayerCacheSelf | Layer Cache Self | No | Yes | Cache layer's contents into a render target, also see Layer Cache Children |
| LayerCompositionMaterial | Layer Composition Material | No | Yes | Material used for rendering a layer that has been rendered into an FBO |
| LayerCompositionTexture | Layer Composition Texture | No | Yes | Texture used to render composited layers |
| LayerContentStretch | Layer Content Stretch | No | Yes | Toggle how the content belonging to this layer is stretched (as opposed to manipulating the actual layer size) |
| LayerDisableRenderTargetClear | Layer Disable Render Target Clear Color | No | Yes | Do not clear render target buffers before rendering into it even if it would be deemed necessary |
| LayerForegroundHint | Layer Foreground Hint | No | Yes | Give a hint of the type of the foreground provided by (viewport) layers |
| LayerLayoutTransformation | Layer Layout Transformation | No | Yes | 2D transformation to be applied before layouting |
| LayerMaterial | Layer Material | No | Yes | Material used for rendering a layer as a texture |
| LayerOffscreenRendering | Layer Off-Screen Rendering | No | Yes | If set and the layer has an explicitly set render target, do not render the resulting framebuffer onto screen |
| LayerOpacity | Layer Opacity | No | Yes | User defined layer opacity |
| LayerPixelFormat | Layer Pixel Format | No | Yes | Layer pixel format if rendering into a texture. |
| LayerRenderAlways | Layer Render Always | No | Yes | Specifies if layer rendering is always triggered, used only if LayerRenderOnDemand is true. Triggers rerender always for the specified layer. |
| LayerRenderBackgroundColor | Layer Render Background Color | No | Yes | Color used to render layer backgrounds |
| LayerRenderBackgroundTexture | Layer Render Background Texture | No | Yes | Texture used to render layer backgrounds |
| LayerRenderOnDemand | Layer Render On Demand | No | No | Specifies if layer and its children are only rendered when needed, saving the performance. |
| LayerRenderOpacity | Layer Render Opacity | No | Yes | Opacity used to render the layer itself |
| LayerRenderSelf | Layer Render Self | No | Yes | Does the layer render itself. Children are still rendered, affect only calling layer's personal render method. |
| LayerRenderTarget | Layer Render Target | No | Yes | Forces layer to be rendered into a given render target texture. When specified as "No Target", regular conditions whether layer is rendered to a texture such as opacity and rotation are applied. |
| LayerRenderTargetMinimumHeight | Layer Render Target Minimum Height | No | Yes | Minimum width an implicitly generated layer render target |
| LayerRenderTargetMinimumWidth | Layer Render Target Minimum Width | No | Yes | Minimum width of an implicitly generated layer render target |
| LayerRenderTargetReallocationLimit | Layer Render Target Reallocation Limit | No | Yes | Relative size limit where a layer render target is shrunk |
| LayerRenderTexture | Layer Render Texture | No | Yes | Texture used to render layers - used internally |
| LayerRenderTransformation | Layer Render Transform | No | Yes | 2D transformation to be applied after layouting |
| LayerRenderTransformationOrigin | Layer Render Transformation Origin | No | Yes | Layer r transform origin in relative coordinates |
| LayerSnapToPixel | Layer Snap to Pixel | No | Yes | Snap layer's translation and actual size into pixel boundary |
| LayoutDepth | Layout Depth | No | Yes | The size of the node in depth direction when used in a layout. Overrides the default bounds of the item. |
| LayoutDepthAlignment | Depth Alignment | No | Yes | The alignment in depth direction the node should use when it resides under a layout. |
| LayoutDepthMargin | Depth Margin | No | Yes | The margin in depth direction the node should use when it resides under a layout |
| LayoutHeight | Layout Height | No | Yes | The height of the node when used in a layout. Overrides the default bounds of the item. |
| LayoutHorizontalAlignment | Horizontal Alignment | No | Yes | The alignment in horizontal direction the node should use when it resides under a layout. |
| LayoutHorizontalMargin | Horizontal Margin | No | Yes | The margin in horizontal direction the node should use when it resides under a layout |
| LayoutVerticalAlignment | Vertical Alignment | No | Yes | The alignment in vertical direction the node should use when it resides under a layout. |
| LayoutVerticalMargin | Vertical Margin | No | Yes | The margin in vertical direction the node should use when it resides under a layout |
| LayoutWidth | Layout Width | No | Yes | The width of the node when used in a layout. Overrides the default bounds of the item. |
| LevelOfDetailMinimumArea | LOD Min. Area | No | Yes | The area setting used in the children of level-of-detail nodes. See level-of-detail nodes. |
| LevelOfDetailMinimumDistance | LOD Min. Distance | No | Yes | The distance setting used in the children of level-of-detail nodes. See level-of-detail nodes. |
| LightEnabled | Light Enabled | No | Yes | Whether the light is on or off. The lights that are off do not affect to the rendering. |
| ListBoxItemContainerGeneratorTypeName | Item Container Generator | No | Yes | Name of the item container generator type to use for providing item containers dynamically for the list box. |
| ListBoxItemPrototype | Item Prototype | No | Yes | If set, the prototype prefab overrides list box item sizes in layouting. |
| ListBoxKeepAliveItemCount | Keep Alive Item Count | No | Yes | Size of the buffer for invisible list box items. Invisible items that don't fit the buffer are returned to the Object Generator. |
| ListBoxLoopAlongX | Loop Along X | No | Yes | Is list box looping (X axis) |
| ListBoxLoopAlongY | Loop Along Y | No | Yes | Is list box looping (Y axis) |
| ListBoxObjectGeneratorTypeName | Object Generator | No | Yes | Name of the object generator type to use for providing items dynamically to the list box. |
| ListBoxSelectionBehavior | Selection Behavior | No | Yes | Specifies the behavior for the list box scroll when an item is clicked. |
| LoadOnDemand | Load On Demand | No | Yes | When turned on, the property delays the loading of the associated asset until it is needed by other assets. Can be used to reduce initial loading time. |
| LookAt | Look At | No | Yes | Makes an object node where the property is attached to face another object |
| Mesh | Mesh Data | No | No | The mesh data asset used by the mesh node |
| MeshMorphTarget | Morph Target | No | No | A morph target mesh for a mesh. Both the meshes should have similar structure and vertex count. |
| MeshMorphTargetInterpolateOnGPU | Morph Target Interpolate On GPU | No | Yes | Specifies if morph targets are interpolated on GPU, i.e. the CPU interpolation is skipped and shader is passed with multiple vertex attributes. |
| MeshMorphTargetInterpolationFormula | Morph Target Interpolation Formula | No | Yes | Specifies the formula the morph targets are interpolated. |
| MeshMorphTargets | Morph Targets | No | Yes | List of weighted morph targets that each specifies a mesh data item and a weight for it. The targeted meshes should have the same amount clusters and vertices for morphing to make sense. Each vertex in the resulting morphed mesh is calculated by summing up the morph targets multiplied by their normalized weights. The animation of morphing weights must be performed with application code. |
| MeshMorphTargetWeight | Weight | No | No | A weight value for a morph target |
| MeshWeightedMorphTarget | Weighted Morph Target | No | No | A structure containing a mesh morph target reference and a weight for it |
| MeshVertexIndexAccess | Vertex Index Access | No | Yes | Enables access to the mesh vertex indices. Used with vertex attribute kzVertexIndex, where primitive type is triangle and indices are (1, 0, 0), (0, 1, 0), (0, 0, 1). Mesh needs to be stored in RAM and in Float32 format. |
| Message.Button.Cancel | Button: Cancel | No | Yes | Occurs when a finger is lifted outside of a button that was previously pressed. |
| Message.Button.Click | Button: Click | No | Yes | Occurs when a finger is lifted on top of a button that was previously pressed and when a pressed button's repeat interval expires. |
| Message.Button.Down | Button: Down | No | Yes | Occurs when the button is pressed. |
| Message.Button.Enter | Button: Enter | No | Yes | Occurs when a finger that presses a button enters the button's area. |
| Message.Button.Leave | Button: Leave | No | Yes | Occurs when a finger that presses a button leaves the button's area. |
| Message.Button.LongPress | Button: Long Press | No | Yes | Occurs when a long press on the button happens. |
| Message.Button.ToggleState | Button: Toggle State | No | Yes | Occurs when the button's toggle state changes. |
| Message.Click | Click | No | Yes | Occurs when the pointer is pressed and is released on top of the component and no other gesture has been recognized. |
| Message.ClickBegin | Click Begin | No | Yes | Occurs when the pointer is pressed down on top of the component. |
| Message.ClickCancel | Click Cancel | No | Yes | Occurs when a started click cancels. This occurs, for example, when user pressed button down and slides finger away and releases press. |
| Message.ClickEnter | Click Enter | No | Yes | Occurs when the pointer or touch enters the click manipulator. |
| Message.ClickLeave | Click Leave | No | Yes | Occurs when the pointer or touch leaves the click manipulator. |
| Message.InstantiatePrefab | Instantiate Prefab | No | No | Instantiates a prefab template to a child of a given target node. Becomes effectively the last child in the list. |
| Message.ListBox.ItemHidden | List Box: Item Hidden | No | Yes | Occurs when an item becomes hidden |
| Message.ListBox.ItemSelected | List Box: Item Selected | No | Yes | Occurs when an item is selected. |
| Message.ListBox.ItemVisible | List Box: Item Visible | No | Yes | Occurs when an item becomes visible |
| Message.ListBox.TargetChanged | List Box: Target Changed | No | Yes | Occurs when list box gets a new target item. |
| Message.LongPress | Long Press | No | Yes | Occurs when the pointer is pressed down on the button and 500ms has been passed. |
| Message.MultiClick | Double Click | No | Yes | Occurs when the pointer is pressed and released twice within 250ms on top of the control and no other gesture has been recognized. |
| Message.Navigate.Target | Navigate To Target | No | No | The layer to which to navigate, will become effectively root layer of the screen |
| Message.PlayAnimation | Play Animation | No | No | Creates a new dynamic animation entry to the background sequence of the active scene |
| Message.PreloadingOfResourcesCompleted | Preloading Of Resources Completed | No | Yes | Triggered when the loading of resources you selected in the Preload Resources action is completed. |
| Message.PreloadResources | Preload Resources | No | No | Preloads all resources in given resource dictionaries. |
| Message.RemoveNode | Remove Node | No | No | Removes node from scene graph. |
| Message.ReplaceNode | Replace Node | No | No | Replaces given node with a prefab instance. |
| Message.ScrollView.Scrolled | Scroll View: Scrolled | No | Yes | Occurs when the scroll position of a scroll view changes. |
| Message.ScrollView.ScrollEnded | Scroll View: Scroll Ended | No | Yes | Occurs when the scroll position of a scroll view stops changing. |
| Message.ScrollView.ScrollStarted | Scroll View: Scroll Started | No | Yes | Occurs when the scroll position of a scroll view starts changing. |
| Message.ScrollView.SetScroll | Scroll View: Set Current Scroll | No | No | Sets the current scroll position of the scroll view |
| Message.ScrollView.SetScrollTarget | Scroll View: Set Scroll Target | No | No | Sets the scrolling target of the scroll view |
| Message.ScrollView.SnapRequest | Scroll View: Snap Request | No | Yes | Occurs when a scroll view requests snapping target from hosting component. |
| Message.ScrollView.UserScrollEnded | Scroll View: User Scroll Ended | No | Yes | Occurs when the user stops scrolling a scroll view. |
| Message.ScrollView.UserScrollStarted | Scroll View: User Scroll Started | No | Yes | Occurs when the user starts scrolling a scroll view. |
| Message.SetBooleanProperty | Set Property Value | No | No | Sets a Boolean value to a Boolean property |
| Message.SetFloatProperty | Set Float Value in Property | No | No | Sets a float value to a float property or a float attribute a structured property |
| Message.SetPropertyValue | Set Property Value | No | No | Sets a property value to a float property or a float attribute a structured property |
| Message.SetTextureProperty | Set Property Value | No | No | Sets the value of a texture property |
| Message.Slider.DecreaseValue | Slider: Decrease Value | No | No | Decreases the value of the slider. Event handler argument: the amount to decrease the value. |
| Message.Slider.DragFinished | Slider: Drag Finished | No | Yes | Occurs when the sliding event ends. Event handler argument: the last value of the slider. |
| Message.Slider.DragStarted | Slider: Drag Started | No | Yes | Occurs when the sliding event begins. Event handler argument: the first value of this slider event. |
| Message.Slider.IncreaseValue | Slider: Increase Value | No | No | Increases the value of the slider. Event handler argument: the amount to increase the value. |
| Message.Slider.SetValue | Slider: SetValue | No | No | Sets the value of the slider. Event handler argument: the new value to be used. |
| Message.Slider.ValueChanged | Slider: Value Changed | No | Yes | Occurs when the value of the slider is changed. Event handler argument: the new value of the slider. |
| Message.StateManager.EnteredState | State Manager: State Entered | No | Yes | Occurs when a state manager has entered a state. |
| Message.StateManager.GoToNextDefinedState | State Manager: Go To Next Defined State | No | No | Attempts to go to a state that is defined after the current one in a state manager |
| Message.StateManager.GoToPreviousDefinedState | State Manager: Go To Previous Defined State | No | No | Attempts to go to a state that is defined before the current one in a state manager |
| Message.StateManager.GoToState | State Manager: Go To State | No | No | Attempts to go to a state in a state manager |
| Message.StateManager.LeftState | State Manager: State Left | No | Yes | Occurs when a state manager has left a state. |
| Message.ToggleBooleanProperty | Toggle Boolean Property | No | No | Switches the value of Boolean property |
| Message.ToggleButton.SwitchState | Toggle Button: Switch State | No | No | Toggles the state of the toggle button. |
| Message.ToggleButton.ToggledOff | Toggle Button: Toggled Off | No | Yes | Occurs when the toggle button is toggled off. |
| Message.ToggleButton.ToggledOn | Toggle Button: Toggled On | No | Yes | Occurs when the toggle button is toggled on. |
| Message.TransitionLayer.StartTransition | Transition Layer: Start Transition | No | No | Starts a transition between layers |
| Message.TransitionLayer.TransitionFinished | Transition Layer: Transition Finished | No | Yes | Transition has been finished between layers |
| Message.TransitionLayer.TransitionStarted | Transition Layer: Transition Started | No | Yes | Transition has been started between layers |
| Message.WriteLog | Write Log | No | No | Write message into log |
| Message.WriteLogProperty | Log Message | No | No | Log message to be written on the log |
| MessageArgument. InstantiatePrefab.Name | Name | No | No | Name of the new prefab instance. When using empty string, engine will generate name for the instance, if such name already exists, concatenates with _xN until unique name has been found. |
| MessageArgument. InstantiatePrefab.SourcePrefab | Source Prefab | No | No | Source prefab template that will be instantiated |
| MessageArgument. InstantiatePrefab.TargetNode | Target Node | No | No | Target node that will be instantiated with a prefab created from the source template |
| MessageArgument. ListBox.Item | Item | No | No | Address of the message's target item. Used as a name for the target. |
| MessageArgument. ListBox.ItemIndex | Item Index | No | No | Index of item that is closest to the new scroll target. |
| MessageArgument. ListBox.PreviousItem | Previous Item | No | No | Address of the message's previous target item. Used as a name for the target. |
| MessageArgument. ListBox.PreviousSelection | Previous Selection | No | No | Index of previously selected item. Value -1 indicates no selection. |
| MessageArgument. ListBox.Selection | Selection | No | No | Index of selected item. Value -1 indicates no selection. |
| MessageArgument. PlayAnimation.Animation | Target Animation | No | No | The target animation |
| MessageArgument. PlayAnimation.DurationScale | Length Scale | No | No | Scales the length of animation in the way that small values (< 1) speed the animation up and large values (> 1) slow it down |
| MessageArgument. PlayAnimation.InputPropertyAttribute | Input Property Attribute | No | No | The property attribute from which the input (input is always float) is read from. E.g. WHOLE_PROPERTY for float properties and TRANSLATE_X for matrix properties. |
| MessageArgument. PlayAnimation.InputPropertyHostItem | Input Property Host | No | No | The project item that contains the property from which the input is read from |
| MessageArgument. PlayAnimation.InputPropertyType | Input Property | No | No | The property on the input property host project item from which the input is read from |
| MessageArgument. PlayAnimation.InputType | Input Type | No | No | The type of the input for the target animation: time (default) / property |
| MessageArgument. PlayAnimation.PlaybackMode | Playback Mode | No | No | NORMAL (from start to end) / REVERSE (from end to start) / PING_PONG (first from start to end and then back to start, NOTE: the animation is played back in double speed to fit duration to the original one) |
| MessageArgument. PlayAnimation.RepeatCount | Repeat Count | No | No | The amount of times the target animation will be played (1 for one time playback). Endless loop can be defined using 'Infinite' checkbox. |
| MessageArgument. PlayAnimation.RestoreOriginalValuesAfterPlayback | Restore Original Values After Playback | No | No | Specifies if values will be restored to original ones after playback |
| MessageArgument. PreloadResources.ResourceDictionaries | Resource Dictionaries For Preloading | No | No | Use the drop-down menu to select the resource dictionaries you want to preload. |
| MessageArgument. PreloadResources.TaskName | Task Name | No | No | Name of the preload task. |
| MessageArgument. RemoveNode.TargetNode | Target Node | No | No | Target node that will be removed from the scene graph, if such node is found. |
| MessageArgument. ReplaceNode.Name | Name | No | No | Name of the replaced node. When using empty string, engine will use the name of the node that is replaced. |
| MessageArgument. ReplaceNode.NodeToBeReplaced | Node To Be Replaced | No | No | Target node that will be replaced with a prefab instance. |
| MessageArgument. ReplaceNode.ReplacingPrefab | Replacing Prefab | No | No | Replacing prefab that will be instantiated over replaced node. |
| MessageArgument. ScrollView.ScrollPosition | Position | No | No | The new scroll position of a scroll view |
| MessageArgument. ScrollView.ScrollPositionX | Position X | No | No | The X coordinate of the new scroll position of a scroll view |
| MessageArgument. ScrollView.ScrollPositionY | Position Y | No | No | The Y coordinate of the new scroll position of a scroll view |
| MessageArgument. ScrollView.ScrollSpeed | Speed | No | No | The new scrolling speed of a scroll view |
| MessageArgument. ScrollView.ScrollTarget | Scroll Target | No | No | The target position for scrolling |
| MessageArgument. ScrollView.SnapDirection | Snap Direction | No | No | The direction of a snap request |
| MessageArgument. ScrollView.SnapPosition | Snap Position | No | No | The target of a snap request |
| MessageArgument. SetProperty.BooleanValue | Boolean Value | No | No | The new Boolean value |
| MessageArgument. SetProperty.FloatValue | Float Value | No | No | The new float value |
| MessageArgument. SetProperty.PropertyAttribute | Property Target Attribute | No | No | The target property part (such as vector x, y or z) |
| MessageArgument. SetProperty.PropertyType | Target Property | No | No | The target property |
| MessageArgument. SetProperty.PropertyValue | Property Value | No | No | The new property value |
| MessageArgument. SetProperty.SourceItem | Source Item | No | No | The source item |
| MessageArgument. SetProperty.SourcePropertyAttribute | Source Property Attribute | No | No | The source property part (such as vector x, y or z) |
| MessageArgument. SetProperty.TargetObject | Target Item | No | No | The target item containing the target property |
| MessageArgument. SetProperty.TextureValue | Texture Value | No | No | The new texture value |
| MessageArgument. Slider.Value | Slider Value | No | No | The current value of a slider passed in slider events |
| MessageArgument. StateManager.LoopStates | Loop State | No | No | Loop states |
| MessageArgument. StateManager.State | State | No | No | State Manager State |
| MessageArgument. StateManager.StateGroup | State Group | No | No | State Manager State Group |
| MessageArgument. Timer.BatchCount | Timer Batch Count | No | No | How many times the subscription interval has passed. |
| MessageArgument. TransitionLayer.StartTransition.Mode | Transitioning Mode | No | No | Where to transition to (next, previous or specify child) |
| MessageArgument. TransitionLayer.StartTransition.TargetLayer | Layer to Transition to | No | No | The target layer to transition to (if transition mode is DEFINED). The selected value must be one of the child layers of the routing target. |
| MessageArgument. WriteLog.LogMessage | Log Message | No | No | The message to be written into log |
| MessageHandlerTriggerMessageSource | Message Source | No | No | A filter that makes possible to intercept events only for a certain source node. Defaults to no filtering. |
| MessageHandlerTriggerRoutingMode | Routing Mode | No | No | The routing phase where the message is going to be intercepted. |
| MessageHandlerTriggerSetHandled | Set Message Handled | No | No | Whether or not to set message as handled which ceases its traversal |
| MessageLimitPerFrame | Message Limit Per Frame | No | No | The maximum number of messages sent in a frame. This can be used to detect an infinite loop in a state manager. Set to zero to disable the limit. |
| MessageType | Message Type | No | No | The name of the a message type |
| MultiExpressionPropertyBindings | Bindings | No | Yes | The list of expression property bindings the item is part of |
| NinePatchLayerTextureBottom | Bottom Texture | No | Yes | Texture to use on middle of the bottom row. |
| NinePatchLayerTextureBottomLeft | Bottom-Left Texture | No | Yes | Texture to use on the bottom-left corner. |
| NinePatchLayerTextureBottomRight | Bottom-Right Texture | No | Yes | Texture to use on the bottom-right corner. |
| NinePatchLayerTextureCenter | Center Texture | No | Yes | Texture to use on the center. |
| NinePatchLayerTextureLeft | Left Texture | No | Yes | Texture to use on the center-left. |
| NinePatchLayerTextureRight | Right Texture | No | Yes | Texture to use on the center-right. |
| NinePatchLayerTextureTop | Top Texture | No | Yes | Texture to use on middle of the top row. |
| NinePatchLayerTextureTopLeft | Top-Left Texture | No | Yes | Texture to use on the top-left corner. |
| NinePatchLayerTextureTopRight | Top-Right Texture | No | Yes | Texture to use on the top-right corner. |
| NodeResources | Resource Dictionary | No | Yes | List of resource that are attached to this node |
| ObjectDepthTest | Object Depth Test | Yes | Yes | Enables or disables depth testing on per-object basis. Overrides depth test property of a render pass. |
| ObjectDepthWrite | Object Depth Write | Yes | Yes | Enables or disables depth write on per-object basis. Overrides depth write property of a render pass. |
| ObjectScissorAreaWidthHeight | Object Scissor Area Width Height | Yes | Yes | Scissor Area Width and Height |
| ObjectScissorAreaXY | Object Scissor Area XY | Yes | Yes | Scissor Area X and Y |
| ObjectScissorEnabled | Object Scissor Enabled | Yes | Yes | Whether scissor area is enabled in object or not. When scissor area is enabled rendering is done only inside the specified relative scissor area. |
| OnAttached | Node Attached to Graph | No | Yes | Occurs when the node is initialized and attached to the scene graph, normally when the application is launched |
| PartialRenderingForceRender | Partial Rendering Force Render | No | Yes | Force partial rendering update even if object was not otherwise changed. |
| PartialRenderingLayerDebugVisualization | Partial Rendering Debug Visualization | No | Yes | Determines if partial rendering is visualized normally, or showing only color changes or stencil buffer for debugging. |
| PartialRenderingStencilObject | Stencil Object | No | Yes | Subtree of nodes used as stencil mesh for object in partial rendering. |
| PickColor | Pick Color | Yes | Yes | The pick color is internally set by the system and shouldn't be used manually. |
| PointLight | Point Light | No | Yes | Point light settings |
| PointLightAttenuation | Attenuation | No | Yes | A factor that is used to lessen the effect of the light for objects that are farther away. Consists of three coefficients |
| PointLightColor | Color | No | Yes | The color of the light |
| PostProcessingBloomAdditiveTexture | PostProcessingBloomAdditiveTexture | No | No | Texture that is added on top of screen contents texture |
| PostProcessingBloomIntensity | Intensity | No | No | The intensity of the bloom effect as color |
| PostProcessingBlurRenderTargetHeight | Render Target Height | Yes | No | Defines how big is the blur render target height |
| PostProcessingBlurRenderTargetWidth | Render Target Width | Yes | No | Defines how big is the blur render target width |
| PostProcessingBlurSpread | Spread | No | Yes | Defines how much the blur effect is spread |
| PostProcessingColorAdjustBrightness | Brightness | No | Yes | Brightness adjustment |
| PostProcessingColorAdjustContrast | Contrast | No | Yes | Contrast adjustment |
| PostProcessingColorAdjustGammaCorrect | Gamma Correction | No | Yes | Gamma correction adjustment |
| PostProcessingColorAdjustHue | Hue | No | Yes | Hue adjustment |
| PostProcessingColorAdjustLightness | Lightness | No | Yes | Lightness adjustment |
| PostProcessingColorAdjustSaturation | Saturation | No | Yes | Saturation adjustment |
| PostProcessingDOFFocusAreaLength | Area Length | Yes | Yes | The depth of the focused area |
| PostProcessingDOFFocusDistance | Focus Distance | Yes | Yes | The focus distance calculated from active camera |
| PostProcessingDOFFocusFadeOff | Fade Off | Yes | Yes | The depth of areas in front of and behind of the focused area where sharpness linearly degrades to full blurriness |
| PostProcessingDOFTextureBlur | PostProcessingDOFTextureBlur | No | No | Blur texture |
| PostProcessingDOFTextureDepth | PostProcessingDOFTextureDepth | No | No | Texture that contains the depth info |
| PostProcessingEffectAnaglyphicMaterial | Anaglyphic Material | No | No | Material to be used in anaglyphic stereoscopic rendering |
| PostProcessingEffectBlitMaterial | Blit Material | No | Yes | Material to blit the DOF on-screen. |
| PostProcessingEffectBlurMaterial | Blur Material | No | Yes | Material to blur the Contents on vertical + horizontal pass |
| PostProcessingEffectDepthMaterial | Depth Material | No | No | Material to assign the depth for the DOF. |
| PostProcessingEffectHorizontalInterlaceMaterial | Horizontal Interlace Material | No | No | Material to be used in horizontal interlace stereoscopic rendering |
| PostProcessingEffectVerticalInterlaceMaterial | Vertical Interlace Material | No | No | Material to be used in vertical interlace stereoscopic rendering |
| PostProcessingMotionBlurStrength | Spread | No | No | The amount of motion blur |
| PostProcessingRadialBlurAmount | Amount | No | No | The amount of radial blur |
| PostProcessingStereoscopicEyeDistance | Eye Distance | No | Yes | The distance between cameras that take the stereoscopic image |
| PostProcessingStereoscopicEyesFlipped | Flip Eyes | No | Yes | Whether or not to flip the locations of the eye cameras. Can be used if the display device requires the images in opposite order. |
| PostProcessingStereoscopicFocusDistance | Focus Distance | No | Yes | The distance of the camera focus point from the camera |
| PostProcessingStereoscopicRenderingMode | Mode | No | No | Stereoscopic composer produces two images; one image for both the eyes. Stereoscopic mode defines how the images are combined into the result image. |
| PreviewWindowBackgroundColor | Preview Background Color | No | No | The color of the area in the preview window that is not covered by screen. |
| RenderOnce | Render Once | No | No | This determines if render pass is only rendered once (by default rendered every frame). |
| RenderPassAbsoluteScissorHeight | Height | No | No | Absolute height of the scissor area |
| RenderPassAbsoluteScissorWidth | Width | No | No | Absolute width of the scissor area |
| RenderPassAbsoluteScissorX | X | No | No | Absolute X coordinate of the left border of the scissor area |
| RenderPassAbsoluteScissorY | Y | No | No | Absolute Y coordinate of the top border of the scissor area |
| RenderPassCamera | Camera | No | No | The camera node that is used for rendering the render pass. "Scene Default Camera" -option uses the default 3D camera setting from the active scene. |
| RenderPassMaterial | Override Material | No | No | The material used for overriding all the materials in the objects that are rendered within the render pass. Defaults to "No Material" for no material overriding. |
| RenderPassObjectSource | Object Source | No | No | The object source for the render pass |
| RenderPassRelativeScissorHeight | Height | No | No | Relative height of the scissor area |
| RenderPassRelativeScissorWidth | Width | No | No | Relative width of the scissor area |
| RenderPassRelativeScissorX | X | No | No | Relative X coordinate of the left border of the scissor area |
| RenderPassRelativeScissorY | Y | No | No | Relative Y coordinate of the top border of the scissor area |
| RenderPassRenderTarget | Render Target | No | No | The render target of the render pass. Render passes can render into screen or into a render target texture. |
| RenderPassScissorEnabled | Is Enabled | No | No | Whether scissor area is enabled in render pass or not. When scissor area is enabled rendering is done only inside the specified scissor area. |
| RenderPassScissorType | Type | No | No | Whether the border settings of the scissor area are relative (range 0-1) or absolute (pixel coordinates). |
| RenderTransformation | Render Transformation | No | Yes | The location, orientation and scale of the node relative to its parent node |
| SceneBackgroundTimelineSequence | Background Sequence | No | Yes | The animation sequence to play in the scene. Dynamic animations are added at runtime to this sequence. |
| SceneDefaultCamera | Default Camera 3D | No | Yes | The default camera for displaying the scene in the viewport. The camera can be overridden with the render pass camera or in Studio with the preview camera. |
| SceneDefaultPickingCamera | Default Picking Camera | No | Yes | The camera used in picking the objects in the scene. When not set, the default camera is used. |
| ScreenOrientation | Screen Orientation | No | No | Landscape / Portrait |
| ScrollLayerDraggingAccelerationCoefficient | Dragging Acceleration | No | Yes | How fast scrolling accelerates when dragging. |
| ScrollLayerDraggingDragCoefficient | Dragging Drag | No | Yes | How much drag affects scrolling when dragging. |
| ScrollLayerDraggingImpulseFactor | Dragging Impulse | No | Yes | How much impulse is generated from pointing device movement when dragging. |
| ScrollLayerRecognitionThreshold | Recognition Threshold | No | Yes | How much the pointing device has to move for scrolling to start. |
| ScrollLayerScrollAxis | Scroll Axis | No | Yes | Direction of Scroll layer's primary axis |
| ScrollLayerScrolling | Scrolling | No | Yes | Is the scroll layer currently scrolling (read-only). |
| ScrollLayerScrollPosition | Scroll Position | No | Yes | The current scroll value (read-only). |
| ScrollLayerScrollSpeed | Scroll Speed | No | Yes | The current scroll speed (read-only). |
| ScrollLayerScrollTargetPosition | Scroll Target Position | No | Yes | The current target scroll value (read-only). |
| ScrollLayerSensitivity | Scroll Sensitivity | No | Yes | How much the scroll value changes relative to pointing device movement on the scroll view plane. |
| ScrollLayerSlidingAccelerationCoefficient | Sliding Acceleration | No | Yes | How fast scrolling accelerates when sliding. |
| ScrollLayerSlidingDragCoefficient | Sliding Drag | No | Yes | How much drag affects scrolling when sliding. |
| ScrollLayerSwipeDistance | Swipe Distance | No | Yes | How far a swipe sends the scroll value, relative to pointing device speed. |
| ScrollViewDraggingAccelerationCoefficient | Dragging Acceleration | No | Yes | How fast scrolling accelerates when dragging. |
| ScrollViewDraggingDragCoefficient | Dragging Drag | No | Yes | How much drag affects scrolling when dragging. |
| ScrollViewDraggingImpulseFactor | Dragging Impulse | No | Yes | How much impulse is generated from pointing device movement when dragging. |
| ScrollViewRecognitionThreshold | Recognition Threshold | No | Yes | How much the pointing device has to move for scrolling to start. |
| ScrollViewScrollAxis | Scroll Axis | No | Yes | Direction of Scroll View's primary axis |
| ScrollViewScrolling | Scrolling | No | Yes | Is the scroll view currently scrolling (read-only). |
| ScrollViewScrollPosition | Scroll Position | No | Yes | The current scroll value (read-only). |
| ScrollViewScrollSpeed | Scroll Speed | No | Yes | The current scroll speed (read-only). |
| ScrollViewScrollTargetPosition | Scroll Target Position | No | Yes | The current target scroll value (read-only). |
| ScrollViewSensitivity | Scroll Sensitivity | No | Yes | How much the scroll value changes relative to pointing device movement on the scroll view plane. |
| ScrollViewSlidingAccelerationCoefficient | Sliding Acceleration | No | Yes | How fast scrolling accelerates when sliding. |
| ScrollViewSlidingDragCoefficient | Sliding Drag | No | Yes | How much drag affects scrolling when sliding. |
| ScrollViewSwipeDistance | Swipe Distance | No | Yes | How far a swipe sends the scroll value, relative to pointing device speed. |
| ShadowCasterCamera | Shadow Caster Camera | No | Yes | The camera node that is used to render the shadow map |
| ShadowCastingObject | Shadow Casting Object | No | Yes | The object node that will cast shadows to objects. |
| ShadowDepthDefaultMaterial | Shadow Depth Default Material | No | Yes | The default material that the shadow map depth is rendered with |
| ShadowMapDefaultMaterial | Shadow Map Default Material | No | Yes | The default material that will be used for shadow mapped surfaces |
| ShadowMapHeight | Shadow Map Height | No | Yes | The pixel height of the shadow maps |
| ShadowMapWidth | Shadow Map Width | No | Yes | The pixel width of the shadow maps |
| ShadowMapVisualizeShadowMaps | Shadow Map Visualize Shadow Maps | No | Yes | When enabled, the shadow map textures are visualized. |
| ShadowReceiverObject | Shadow Receiver Object | No | Yes | The object node that receives the shadow |
| SliderDirection | Direction | No | Yes | The direction into which the knob can be moved on the rail. Options X, Y, Z. |
| SliderExpandDirection | Expand on Drag Direction | No | Yes | Expands the volume where slider dragging is registered. When dragging the slider the drag is registered, by default, only when the drag is over the rail. When a certain axis is selected for expanding the bounding box of the rail that is used for dragging is expanded to be infinite to that direction. |
| SliderInvertDirection | Invert Direction | No | Yes | Whether or not to invert the slider direction. Normally value increases to the direction of axis. |
| SliderMaximumValue | Slider Maximum Value | No | Yes | The value of the slider when the knob is in its largest value. |
| SliderMinimumValue | Slider Minimum Value | No | Yes | The value of the slider when the knob is in its lowest value. |
| SliderValue | Slider Value | No | Yes | The value of the slider. |
| SortBatchesByShader | Sort Batches by Shader | No | No | This determines if render pass batches are sorted by their batches to reduce shader switches. |
| SpecularColor | Specular Color | Yes | Yes | The color of the specular reflection |
| SpecularExponent | Specular Exponent | Yes | Yes | Determines the size of the specular highlight |
| SpotLight | Spot Light | No | Yes | Spot light settings |
| SpotLightAttenuation | Attenuation | No | Yes | A factor that is used to lessen the effect of the light for objects that are farther away. Consists of three coefficients. |
| SpotLightColor | Color | No | Yes | The color of the light |
| SpotLightCutoffAngle | Cutoff | No | Yes | The angle of the light cone in degrees. |
| SpotLightExponent | Exponent | No | Yes | Governs how fast the fully lit area turn into non lit area. |
| StackLayoutDirection | Direction | Yes | Yes | The direction along which the child nodes are arranged |
| StackLayoutReversed | Reversed | Yes | Yes | When true, the direction of the layout is reversed. |
| StartupScreen | Startup Screen | No | No | The startup screen when the binary is viewed with the KZB player application. |
| StateManager | State Manager | No | Yes | State Manager applied to the current node |
| StaticTrajectoryOffset | Static Offset of Object in Trajectory | Yes | Yes | Enforced relative offset of object in trajectory, in proportional range [0, 1]. |
| StencilBufferClearEnabled | Clear Enabled | No | No | Whether or not to clear the stencil buffer |
| StencilBufferClearValue | Clear Value | No | No | The value used for clearing the stencil buffer |
| StencilBufferTestEnabled | Test Enabled | No | No | Whether or not the stencil test is enabled |
| StencilFailOperation | Stencil Fail Operation | No | No | Operation which is performed when stencil test fails |
| StencilFunction | Stencil Function | No | No | The function used to control whether a fragment is discarded or not by the stencil test |
| StencilFunctionReferenceMask | Stencil Function Reference Mask | No | No | Specifies a mask that is ANDed with both the reference value and the stored stencil value when the test is done |
| StencilFunctionReferenceValue | Stencil Function Reference Value | No | No | Specifies the reference value for the stencil test |
| StencilPassDepthFailOperation | Stencil Pass Depth Fail Operation | No | No | Operation which is performed when stencil test fails and depth test passes |
| StencilPassDepthPassOperation | Stencil Pass Depth Pass Operation | No | No | Operation which is performed when stencil test fails and depth test fails |
| StepRenderingLayerBatchLimit | Batch Limit | No | Yes | Batch limit after which the next frame is executed |
| StepRenderingLayerScene | Step Rendering Layer Scene | No | Yes | Scene that step rendering renders |
| StepRenderingLayerTriangleLimit | Triangle Limit | No | Yes | Triangle limit after which the next frame is executed |
| StepRenderingLayerVisualizeSteps | Visualize Steps | No | Yes | When enabled, the steps construction is visualized |
| StyleName | Style | No | Yes | Style applied to the current node |
| Text.CharacterSpacing | Character Spacing | Yes | Yes | The spacing of characters in device independent pixels (DIP) |
| Text.HorizontalAlignment | Text Horizontal Alignment | Yes | Yes | Determines how the text is aligned horizontally inside the component |
| Text.LineSpacing | Line Spacing | Yes | Yes | The spacing of lines in measures of line height |
| Text.Overflow | Overflow | No | Yes | The text that represents the clipped text when the text doesn't fit to the layout. |
| Text.VerticalAlignment | Text Vertical Alignment | Yes | Yes | Determines how the text is aligned vertically inside the component |
| TextBlock.LineHeight | Text Line Height | Yes | Yes | The height of a text line in 3D space units |
| TextBlock.Text | Text | No | Yes | The text to be rendered. Use Shift+enter for a line break. |
| TextBlock.TwoPassRendering | Two Pass Rendering | Yes | Yes | Specified whether or not text block is rendered in two passes. Disabling the two pass rendering improves performance, but may cause invalid rendering result when glyph bounds overlap. |
| TextLayer.Text | Text | No | Yes | The text to be rendered |
| Texture | Texture | Yes | Yes | The texture of the material |
| ToggleButtonState | Is Checked | No | Yes | When true, the toggle button is checked. |
| Trajectory | Trajectory | No | Yes | The trajectory to use |
| TrajectoryLayoutAlignToTangent | Align To Tangent | No | Yes | If set, aligns laid out items to match the trajectory's tangent. Vertical trajectories are not supported. |
| TrajectoryLayoutClipEndOffsetProportional | Proportional Clip End Offset | No | Yes | Offset of ending point of the area in which the child object is fully visible. Used for property VisibleAmountInParent. |
| TrajectoryLayoutClipStartOffsetProportional | Proportional Clip Start Offset | No | Yes | Offset of starting point of the area in which the child object is fully visible. Used for property VisibleAmountInParent. |
| TrajectoryLayoutFixedDistance | Fixed Distance | No | Yes | If set, the given fixed distance between objects in the trajectory layout, in length units. |
| TrajectoryLayoutScrollOffsetProportional | Proportional Scroll Offset | No | Yes | Scrolling offset of a trajectory layout, in proportional range [0,1]. |
| TrajectoryListBoxAlignToTangent | Align To Tangent | No | Yes | If set, aligns laid out items to match the trajectory's tangent. Vertical trajectories are not supported. |
| TrajectoryListBoxClipEndOffsetProportional | Proportional Clip End Offset | No | Yes | Offset of ending point of the area in which the child object is fully visible. Used for property VisibleAmountInParent. |
| TrajectoryListBoxClipStartOffsetProportional | Proportional Clip Start Offset | No | Yes | Offset of starting point of the area in which the child object is fully visible. Used for property VisibleAmountInParent. |
| TrajectoryListBoxDraggingAccelerationCoefficient | Dragging Acceleration | No | Yes | How fast scrolling accelerates when dragging. |
| TrajectoryListBoxDraggingDragCoefficient | Dragging Drag | No | Yes | How much drag affects scrolling when dragging. |
| TrajectoryListBoxDraggingImpulseFactor | Dragging Impulse | No | Yes | How much impulse is generated from pointing device movement when dragging. |
| TrajectoryListBoxRecognitionThreshold | Recognition Threshold | No | Yes | How much the pointing device has to move for scrolling to start. |
| TrajectoryListBoxScrollAxis | Scroll Axis | No | Yes | Direction of Scroll View's primary axis |
| TrajectoryListBoxSelectorOffsetProportional | Proportional Selector Offset | No | Yes | Offset of the position that is used for selecting the active object, in proportional range [0,1]. |
| TrajectoryListBoxSensitivity | Scroll Sensitivity | No | Yes | How much the scroll value changes relative to pointing device movement on the scroll view plane. |
| TrajectoryListBoxSlidingAccelerationCoefficient | Sliding Acceleration | No | Yes | How fast scrolling accelerates when sliding. |
| TrajectoryListBoxSlidingDragCoefficient | Sliding Drag | No | Yes | How much drag affects scrolling when sliding. |
| TrajectoryListBoxSpacing | Spacing | No | Yes | Distance between items in trajectory list box |
| TrajectoryListBoxSwipeDistance | Swipe Distance | No | Yes | How far a swipe sends the scroll value, relative to pointing device speed. |
| TrajectoryListBoxTrajectory | Trajectory | No | Yes | The trajectory to use |
| TrajectoryOffset | Current Offset in Trajectory | Yes | Yes | Current relative offset of object in trajectory, in proportional range [0, 1]. |
| Transformation | Transformation | No | Yes | The location, orientation and scale of the node relative to its parent node. This transform does not affect the layout of the node. |
| TransitionLayerAnimation | Transition Animation | No | Yes | Animation to use for the transition |
| TransitionLayerContentTexcoord0 | Transition Layer Content Texcoord 0 | No | Yes | First content texture coordinates of transition layer material |
| TransitionLayerContentTexcoord1 | Transition Layer Content Texcoord 1 | No | Yes | Second content texture coordinates of transition layer material |
| TransitionLayerDuration | Duration | No | Yes | Duration of the transition in seconds. Only meaningful if using default linear animation that is created if animation clip is not specified. |
| TransitionLayerMaterial | Material Type | No | Yes | The material whose shader is used in transition. The shader must contain texture uniforms by names specified in "Uniform Name for First Texture" and "Uniform Name for Second Texture" properties and a float uniform with name specified by "Uniform Name for Phase" property. |
| TransitionLayerMaterialFirstContentTexcoord | Uniform Name for First Content Texcoord | No | Yes | The name of the first content texcoord uniform in a transition layer shader |
| TransitionLayerMaterialFirstTexture | Uniform Name for First Texture | No | Yes | The name of the first texture uniform in a transition layer shader |
| TransitionLayerMaterialSecondContentTexcoord | Uniform Name for Second Content Texcoord | No | Yes | The name of the second content texcoord uniform in a transition layer shader |
| TransitionLayerMaterialSecondTexture | Uniform Name for Second Texture | No | Yes | The name of the second texture uniform in a transition layer shader |
| TransitionLayerPhase | Phase | No | Yes | Phase of the transition in range [0,1] from source layer to target layer. Can be controlled either via program code or using animation. |
| TransitionLayerSource | Source Layer | No | Yes | The source layer from which the transition is performed to the target layer |
| TransitionLayerTarget | Target Layer | No | Yes | The target layer to perform transition into from the source layer |
| TransitionLayerTexture0 | Transition Layer Texture 0 | No | Yes | First texture of transition layer material |
| TransitionLayerTexture1 | Transition Layer Texture 1 | No | Yes | Second texture of transition layer material |
| ViewportAbsoluteHeight | Height | No | No | The absolute height of the render area on the render target in pixels |
| ViewportAbsoluteWidth | Width | No | No | The absolute width of the render area on the render target in pixels |
| ViewportAbsoluteX | X | No | No | The X coordinate in which to render the render pass on the render target in pixels |
| ViewportAbsoluteY | Y | No | No | The Y coordinate in which to render the render pass on the render target in pixels |
| ViewportLayerCamera | Viewport Layer Camera | No | Yes | Specifies the view camera to be used in scenes rendered by this viewport layer. Use camera in the scene if this is not set. |
| ViewportLayerComposer | Viewport Layer Composer | No | Yes | Specifies the composer to be used in scenes rendered by this viewport layer. Use composer in the scene if this is not set. |
| ViewportLayerHitTestCamera | Viewport Layer Hit Test Camera | No | Yes | Specifies the hit test camera to be used in scenes rendered by this viewport layer. Use camera in the scene if this is not set. |
| ViewportRelativeHeight | Height | No | No | The relative height of the render area on the render target |
| ViewportRelativeWidth | Width | No | No | The relative width of the render area on the render target |
| ViewportRelativeX | X | No | No | The relative X coordinate in which to render the render pass on the render target |
| ViewportRelativeY | Y | No | No | The relative Y coordinate in which to render the render pass on the render target |
| ViewportType | Type | No | No | When absolute, the viewport settings are read in pixel coordinates, when relative the settings are read as proportional values from top-left (0,0) corner to bottom-right (1,1) corner. |
| WindowMetricsType | Metrics Type | No | No | Absolute / Relative (default) |
| Visible | Visible | No | Yes | When disabled the scene graph node is not rendered |
| VisibleAmountInParent | Visible Amount in Parent | Yes | Yes | Describes how much of an object is inside its parent. Can be used in shaders to implement fades. Calculated by list boxes. |