Property types reference

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.