This table lists all default property types available in Kanzi. See Property system, Creating custom property types, and Node and resource reference.
Name | Display Name | Inherited | Attachable | Description |
---|---|---|---|---|
Action.Delay | Action Delay (ms) | No | No | The time in milliseconds after which the message is dispatched. |
Ambient | Ambient Color | Yes | Yes | The color of the material when no light are present |
AnimationBindingProcessor.Animation | Animation Item Path | No | No | The animation binding processor applies this animation when the binding is updated. |
ApplicationType | Application Type | No | Yes | Type of the application. |
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. |
Brush.HorizontalTiling | Brush Horizontal Tiling | No | Yes | Horizontal Tiling for the brush. Affects the scale of texture coordinates. |
Brush.ModulateColor | Brush Modulate Color | No | Yes | Modulation color for brush. Effects brush rendering that needs color modulation. |
Brush.VerticalTiling | Brush Vertical Tiling | No | Yes | Vertical Tiling for the brush. Affects the scale of texture coordinates. |
ButtonConcept.AutoClickInterval | Auto Press Interval | No | Yes | An interval in milliseconds after which a held down button sends a button click message. Set to 0 to disable. |
ButtonConcept.IndexInGroup | Index In Group | No | Yes | Defines the index in the group that the button will have. The group must have the button in its tree. The button searches for the group upwards. When the value is -1 the button picks the nearest group. |
ButtonConcept.IsPressed | Is Down | No | Yes | Whether the button is in down state. |
ButtonConcept.LongPressInterval | Hold Interval | No | Yes | Occurs when the button is in down state for the set amount of milliseconds. Set to 0 to disable. |
ButtonConcept.PressOnHover | Button Down On Hover | No | Yes | When enabled, hovering the pointer over the button sets it into down state. |
ButtonConcept.ToggleState | Toggle State | No | Yes | The current toggle state of the toggle button. |
ButtonConcept.ToggleStateCount | Toggle State Count | No | Yes | The number of toggle states of the toggle button. |
Camera.AspectRatio | Aspect Ratio | No | Yes | The aspect ratio of the camera. |
Camera.DisableAspectRatio | Use Viewport Aspect Ratio | No | Yes | Whether to use the aspect ratio setting from the viewport in render pass. If not, you can set the aspect ratio in the camera. |
Camera.Fov | FOV | No | Yes | The field of view of the camera in degrees. |
Camera.FovType | FOV Type | No | Yes | Defines the direction of the field of view to either x or y. |
Camera.OrthogonalCoordinateSystemType | Orthogonal Type | No | Yes | Defines the type of the orthogonal coordinate system. In the absolute mode the camera uses pixel coordinates. In the relative mode the camera displays an area whose width is -1..1 scaled with the value set by the Orthogonal Plane Size property. |
Camera.OrthogonalPlaneHeight | Orthogonal Plane Size | No | Yes | The value used for scaling the view area of a relative orthographic camera. |
Camera.ProjectionType | Projection Type | No | Yes | Defines the camera type to either perspective or orthographic camera. |
Camera.ZFar | Z Far | No | Yes | The distance of the camera far clipping plane. The camera shows only the objects that are closer than the value set in this property. |
Camera.ZNear | Z Near | No | Yes | The distance of the camera near clipping plane. The camera shows only the objects that are farther away than the value set in this property. |
ColorBrush.Color | Brush Color | No | Yes | Color for brush. Set alpha to 0 to disable brush. |
ColorBufferClearColor | Clear Color | No | No | The color used to clear the color buffer |
ColorBufferClearEnabled | Color Clear Enabled | No | No | Whether or not to clear the color buffer before writing new color values |
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). |
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 |
CullMode | Cull Mode | No | No | Whether 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. |
DepthBufferClearEnabled | Depth Clear Enabled | No | No | Whether or not to clear depth buffer |
DepthBufferClearValue | Depth Clear Value | No | No | The value used for clearing the depth buffer |
DepthBufferTestEnabled | Depth Test Enabled | No | No | Whether or not the depth test is enabled |
DepthBufferWriteEnabled | Depth 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 direction light |
DispatchMessageAction.MessageType | Message Type | No | No | The name of the a message type |
DispatchMessageAction.RoutingTarget | 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. |
DispatchMessageAction.RoutingTargetLookup | Routing Target (Lookup) | No | No | Allows to look up routing target via this property (RoutingTarget.Property). |
DockLayoutConcept.LastItemFill | Last Item Fill | Yes | Yes | Whether the last item of the dock layout is given the remaining free space. |
DockLayoutConcept.Side | Side | Yes | Yes | The docking side of an item in the dock layout. |
Emissive | Emissive Color | Yes | Yes | The color of the light that is emitted from the material surface |
ExpressionBindingProcessor.Argument1 | Argument 1 | No | No | The first argument in the binding expression. |
ExpressionBindingProcessor.Argument1Field | Argument 1 Field | No | No | The property attribute for the first argument. |
ExpressionBindingProcessor.Argument2 | Argument 2 | No | No | The second argument in the binding expression. |
ExpressionBindingProcessor.Argument2Field | Argument 2 Field | No | No | The property attribute for the second argument. |
ExpressionBindingProcessor.Operation | Operation | No | No | The operation in the expression. |
ExpressionBindingProcessor.Output | Output | No | No | The temporary register to write the result to. |
ExpressionBindingProcessor.OutputField | Output Field | No | No | The property attribute of the output register. |
ExternalTexture | External Texture | No | No | Require support for extenal texture extension |
FaceToCamera | Face to Camera | Yes | Yes | Sets the node to rotate around all axes to turn towards the preview camera. FaceToCameraIsBillboarding and FaceToCameraCylindral affect how the node turns to the camera. |
FaceToCameraCylindral | Face to Camera Cylindrical | Yes | Yes | Sets the node to always turn to face the camera according to the cylinder on the y axis. |
FaceToCameraIsBillboarding | Face to Camera is Billboarding | Yes | Yes | Sets the node to rotate with the rotation of the preview camera. |
FaceToCameraTargetCamera | Face To Camera Target Camera | No | Yes | The target camera specified for the Face to Camera. When NULL, the property uses the Scene default camera. |
FlowLayoutConcept.PrimaryDirection | Primary Direction | Yes | Yes | The direction along which the layout arranges items until the layout limit in that direction is reached. |
FlowLayoutConcept.SecondaryDirection | Secondary Direction | Yes | Yes | The direction along which the flow layout arranges lines of the primary direction. |
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. |
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. |
GlobalAmbient | Global Ambient Color | No | Yes | The color that is multiplied automatically with the "Ambient" property of the materials in the scene. |
GlyphTexture | Glyph Texture | No | Yes | The automatic texture of the glyph cache |
GridLayoutConcept.Column | Column | No | Yes | The column into which grid layout places the item. |
GridLayoutConcept.ColumnDefinitions | Columns | No | Yes | Defines the number of columns in a grid layout and how the grid layout distributes the content in columns. |
GridLayoutConcept.ColumnSpan | Column Span | No | Yes | Defines the number of columns an item in a grid layout occupies. |
GridLayoutConcept.Direction | Layout Direction | No | Yes | The direction in which the items are arranged when you add them to a grid layout. |
GridLayoutConcept.Row | Row | No | Yes | The row into which grid layout places the item. |
GridLayoutConcept.RowDefinitions | Rows | No | Yes | Defines the number of rows in a grid layout and how the grid layout distributes the content in rows. |
GridLayoutConcept.RowSpan | Row Span | No | Yes | Defines the number of rows an item in a grid layout occupies. |
GridListBoxConcept.CalculatedOffset | Current Offset in Grid List Box | Yes | Yes | Current relative offset of object in a grid list box, in proportional range [0, 1]. |
GridListBoxConcept.CellHeight | Cell Height | No | Yes | Height of one list box cell |
GridListBoxConcept.CellWidth | Cell Width | No | Yes | Width of one list box cell |
GridListBoxConcept.Direction | Layout Direction | No | Yes | The direction in which the grid list box arranges its items. When you change the layout direction you also change the scroll axis of the grid list box. |
GridListBoxConcept.ItemAreaBegin | Item Area Begin | No | Yes | Proportional offset where the area meant for items starts |
GridListBoxConcept.ItemAreaEnd | Item Area End | No | Yes | Proportional offset where the area meant for items ends |
GridListBoxConcept.Scrolling | Scrolling | No | Yes | Is the grid list box currently scrolling (read-only). |
GridListBoxConcept.ScrollPosition | Scroll Position | No | Yes | The current scroll value of grid list box (read-only). |
GridListBoxConcept.ScrollSpeed | Scroll Speed | No | Yes | The current scroll speed of grid list box (read-only). |
GridListBoxConcept.ScrollTargetPosition | Scroll Target Position | No | Yes | The current target scroll value of grid gist box (read-only). |
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. |
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. |
HalfFloatColorAttachment | Half-Float Color Attachment | No | No | Require support for half float color attachment |
HalfFloatTextureFormat | Half-Float Texture Format | No | No | Require support for half float texture format |
Image2D.Image | Image | No | Yes | The image to display. |
InputMessageArguments.HitTest.Point | InputMessageArguments.HitTest.Point | No | No | |
InputMessageArguments.HitTest.RayDirection | InputMessageArguments.HitTest.RayDirection | No | No | |
InputMessageArguments.HitTest.RayOrigin | InputMessageArguments.HitTest.RayOrigin | No | No | |
InputMessageArguments.Manipulator.Point | InputMessageArguments.Manipulator.Point | No | No | |
InputMessageArguments.Manipulator.RayDirection | InputMessageArguments.Manipulator.RayDirection | No | No | |
InputMessageArguments.Manipulator.RayOrigin | InputMessageArguments.Manipulator.RayOrigin | No | No | |
Instantiator3D.Node | Instantiated Node | No | No | The node to instantiate. |
IsAssetInAssetPackage | Export in Asset Package | No | Yes | When enabled, this item is exported into asset package if this project is saved as one. |
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. |
LevelOfDetail3D.MinimumArea | Minimum Area | No | Yes | When using #LodTypeScreenArea in the parent level of detail, use this property in the child of the level of detail to set the minimum screen area covered by the child in proportion to the screen size in range [0, 1]. |
LevelOfDetail3D.MinimumDistance | Minimum Distance | No | Yes | When using #LodTypeDistance in the parent level of detail, use this property in the child of the level of detail to set the minimum distance from the camera to the level of detail in range [0, Inf]. |
LevelOfDetail3D.Type | Type | No | No | Defines the type of the level of detail: - Distance sets the level of detail to use the minimum z distance from the camera to the level of detail. - Screen area sets the level of detail to use the minimum screen area covered by the child node in proportion to the screen size. |
LightColorScale | Light Color Scale | No | Yes | Scales light color. |
LightEnabled | Light Enabled | No | Yes | Whether the light is switched on or off. Only lights that are switched on affect rendering. |
LightTypeName | Light Type Name | No | Yes | The property type name of the light. |
ListBoxConcept.ItemContainerGeneratorTypeName | Item Container Generator | No | Yes | Name of the item container generator type to use for providing item containers dynamically for the list box. |
ListBoxConcept.ItemContainerTemplate | Item Container Template | No | Yes | If set, the the default item container generator uses this to instantiate item containers. |
ListBoxConcept.ItemGeneratorTypeName | Item Generator | No | Yes | Name of the item generator type to use for providing items dynamically to the list box. |
ListBoxConcept.ItemPrototype | Item Prototype | No | Yes | If set, the prototype prefab overrides list box item sizes in layouting. |
ListBoxConcept.KeepAliveItemCount | 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. |
ListBoxConcept.LoopAlongX | Loop Along X | No | Yes | Is list box looping (X axis) |
ListBoxConcept.LoopAlongY | Loop Along Y | No | Yes | Is list box looping (Y axis) |
ListBoxConcept.SelectedItemIndex | Selected Item Index | No | Yes | Index of selected list box item. |
ListBoxConcept.SelectionBehavior | Selection Behavior | No | Yes | Specifies the behavior for the list box scroll when an item is clicked. |
ListBoxItemContainer.Selected | Selected | No | Yes | Indicates if list box item container is selected. This property is set by list box on container of an item which was selected. |
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 a node to always face the node set in this property. |
MaterialBrush.Material | Material | No | Yes | Material used when drawing with the brush |
MeshMorphTargetWeight | Weight | No | No | A weight value for a morph target |
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.DragAndDrop.Finished | Drag And Drop Finished | No | No | |
Message.DragAndDrop.Moved | Drag And Drop Moved | No | No | |
Message.DragAndDrop.Started | Drag And Drop Started | No | No | |
Message.KeyDown | Key Down | No | Yes | |
Message.KeyUp | Key Up | No | Yes | |
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.Page.Activated | Page Activated | No | Yes | Page has been activated. |
Message.Page.Deactivated | Page Deactivated | No | Yes | Page has been deactivated. |
Message.Page.Navigate | Navigate To Page | No | No | Navigates to the specified page, sets it as active. |
Message.Page.NavigateNext | Navigate To Next Subpage | No | No | Navigates to the next subpage. |
Message.Page.NavigateParent | Navigate To Parent Page | No | No | Navigates to the parent page. |
Message.Page.NavigatePrevious | Navigate To Previous Subpage | No | No | Navigates to the previous subpage. |
Message.Page.NavigationFinished | Navigation Finished | No | Yes | Page host has finished navigation process. |
Message.Page.NavigationStarted | Navigation Started | No | Yes | Page host has started navigation process. |
Message.Pan.Finished | Pan Finished | No | No | |
Message.Pan.Moved | Pan Moved | No | No | |
Message.Pan.Started | Pan Started | No | No | |
Message.Pinch.Finished | Pinch Finished | No | No | |
Message.Pinch.Moved | Pinch Moved | No | No | |
Message.Pinch.Started | Pinch Started | No | No | |
Message.PreloadingOfResourcesCompleted | On 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.RangeConcept.ValueChanged | Range Concept: Value Changed | No | Yes | Occurs when the range value has changed. |
Message.RangeConcept.ValueChangeFinished | Range Concept: Value Change Finished | No | Yes | Occurs when the range value stops changing. |
Message.RangeConcept.ValueChangeStarted | Range Concept: Value Change Started | No | Yes | Occurs when the range value starts changing. |
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.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.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.ToggleButtonGroupConcept.Toggled | Toggle Button Group: Toggled | No | Yes | Occurs when a button in the group is toggled on. |
Message.TransitionLayer.StartTransition | Transition View: Start Transition | No | No | Starts a transition between 2D nodes. |
Message.TransitionLayer.TransitionFinished | Transition View: Transition Finished | No | Yes | Transition has been finished between 2D nodes. |
Message.TransitionLayer.TransitionStarted | Transition View: Transition Started | No | Yes | Transition has been started between 2D nodes. |
Message.WriteLog | Write Log | No | No | Write message into log |
MessageArgument. Key | MessageArgument.Key | No | No | |
MessageArgument. PlayAnimation.Animation | Target Animation | No | No | The target animation |
MessageArgument. PlayAnimation.DurationScale | Length Scale | No | No | Defines the duration of the animation defined in the animation clip. For example: - When set to 1, the animation is of the same length as it is defined in the animation clip. - When set to 0,5, the animation is half as long as it is defined in the animation clip. - When set to 2, the animation is twice as long as it is defined in the animation clip. |
MessageArgument. PlayAnimation.PlaybackMode | Playback Mode | No | No | Normal plays the animation as it is defined in the animation clip. Ping pong first plays the animation as it is defined in the animation clip and then plays the animation in reverse. Reverse plays the animation defined in the animation clip in reverse. |
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 | Defines whether the values of the animated properties return to their initial values when the animation in the animation clip ends. |
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. 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. StateManager.Immediate | Immediate | No | No | Immediate change |
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.Message | Log Message | No | No | The message to be written into log |
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. |
MessageTrigger.MessageSource | Message Source | No | No | A filter that makes possible to intercept events only for a certain source node. Empty string intercepts messages from all sources. |
MessageTrigger.RoutingMode | Routing Mode | No | No | The routing phase where the message is going to be intercepted. |
MessageTrigger.SetHandled | Set Message Handled | No | No | When enabled the trigger intercepts the message, marks it as handled, and prevents further message delivery. |
MessageType | Message Type | No | No | The name of the message type |
Model3D.DrawnAsBoundingBox | Drawn as Bounding Box | Yes | Yes | When enabled the object is drawn its solid bounding box. |
Model3D.Material | Material | No | Yes | Use this material to override the materials defined in the clusters of the mesh. |
Model3D.Mesh | Mesh | No | No | The mesh resource used by the model. |
MultiExpressionPropertyBindings | Bindings | No | Yes | The list of expression property bindings the item is part of |
NinePatchImage2D.ImageBottom | Bottom Image | No | Yes | The image to use in middle of the bottom row. |
NinePatchImage2D.ImageBottomLeft | Bottom-Left Image | No | Yes | Image to use in the bottom-left corner. |
NinePatchImage2D.ImageBottomRight | Bottom-Right Image | No | Yes | The image to use in the bottom-right corner. |
NinePatchImage2D.ImageCenter | Center Image | No | Yes | The image to use in the center. |
NinePatchImage2D.ImageLeft | Left Image | No | Yes | The image to use in the center-left. |
NinePatchImage2D.ImageRight | Right Image | No | Yes | The image to use in the center-right. |
NinePatchImage2D.ImageTop | Top Image | No | Yes | The image to use in the middle of the top row. |
NinePatchImage2D.ImageTopLeft | Top-Left Image | No | Yes | The image to use in the top-left corner. |
NinePatchImage2D.ImageTopRight | Top-Right Image | No | Yes | The image to use in the top-right corner. |
NinePatchImage2D.StretchTypeBottom | Stretch Type Bottom | No | Yes | Control the display of the bottom image: - Stretch. Scale the image to fill the space between the bottom-left and bottom-right images. - Wrap. When the width of the space between the bottom-left and bottom-right images exceeds the width of the image, either extend the last column of pixels in the image or tile the image. Depends on the value of the texture's Wrap Mode property. |
NinePatchImage2D.StretchTypeCenter | Stretch Type Center | No | Yes | Control the display of the center image: - Stretch. Scale the image to fill the width and height of the center of the nine patch image. - Wrap. When the height and width of the center exceed the size of the image, either extend the last row or column of pixels in the image or tile the image. Depends on the value of the texture's Wrap Mode property. |
NinePatchImage2D.StretchTypeLeft | Stretch Type Left | No | Yes | Control the display of the left image: - Stretch. Scale the image to fill the space between the top-left and bottom-left images. - Wrap. When the height of the space between the top-left and bottom-left images exceeds the height of the image, either extend the last row of pixels in the image or tile the image. Depends on the value of the texture's Wrap Mode property. |
NinePatchImage2D.StretchTypeRight | Stretch Type Right | No | Yes | Control the display of the right image: - Stretch. Scale the image to fill the space between the top-right and bottom-right images. - Wrap. When the height of the space between the top-right and bottom-right images exceeds the height of the image, either extend the last row of pixels in the image or tile the image. Depends on the value of the texture's Wrap Mode property. |
NinePatchImage2D.StretchTypeTop | Stretch Type Top | No | Yes | Control the display of the top image: - Stretch. Scale the image to fill the space between the top-left and top-right images. - Wrap. When the width of the space between the top-left and top-right images exceeds the width of the image, either extend the last column of pixels in the image or tile the image. Depends on the value of the texture's Wrap Mode property. |
Node.ActualDepth | Actual Layout Depth | No | Yes | The calculated size of the node in depth direction when used in a layout. |
Node.ActualHeight | Actual Layout Height | No | Yes | The calculated height of the node when used in a layout. |
Node.ActualWidth | Actual Layout Width | No | Yes | The calculated width of the node when used in a layout. |
Node.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. |
Node.ContentStretch | Content Stretch | No | Yes | Sets how the content that belongs to this node is stretched (as opposed to manipulating the actual node size). |
Node.DataContext | Data Context | Yes | Yes | Source of data for this node and it's descendants |
Node.Depth | Layout Depth | No | Yes | The size of the node in depth direction when used in a layout. Overrides the default bounds of the item. |
Node.DepthAlignment | Depth Alignment | No | Yes | The alignment in depth direction the node should use when it resides under a layout. |
Node.DepthMargin | Depth Margin | No | Yes | The margin in depth direction the node should use when it resides under a layout |
Node.EnableClick | Click Enabled | No | Yes | Whether to install a click manipulator that generates click messages. |
Node.Enabled | Enabled | No | Yes | When disabled, the scene graph node doesn't receive input |
Node.EnableMultiClick | Double-Click Enabled | No | Yes | Whether to install a multi-click manipulator that generates double-click messages. |
Node.Focusable | Focusable | No | Yes | When enabled the object node can receive focus. |
Node.Focused | Focused | No | No | When enabled the object node has focus. |
Node.Font | Font | Yes | Yes | The font used to render the text. |
Node.Height | Layout Height | No | Yes | The height of the node when used in a layout. Overrides the default bounds of the item. |
Node.HitTestable | Hit Testable | Yes | Yes | When enabled, users can pick the object node from the active scene's default 3D camera. For example, hit testing is needed for button components to work. |
Node.HitTestableContainer | Hit Testable Container | No | Yes | When enabled, the layout bounds are used as the hit testing geometry |
Node.HorizontalAlignment | Horizontal Alignment | No | Yes | The alignment in horizontal direction the node should use when it resides under a layout. |
Node.HorizontalMargin | Horizontal Margin | No | Yes | The margin in horizontal direction the node should use when it resides under a layout |
Node.Locale | Locale | Yes | No | Node locale |
Node.Opacity | Opacity | No | Yes | Opacity of the node. |
Node.Path | Node.Path | No | Yes | Node full path. |
Node.Projection2DTo3DScale | 2D to 3D Projection Scale | No | Yes | Scale factor to project pixels to 3D size. If scale is 1, then the size of the pixel is 1 3D space unit |
Node.StateManager | State Manager | No | Yes | State Manager applied to the current node |
Node.Style | Style | No | Yes | Style applied to the current node |
Node.VerticalAlignment | Vertical Alignment | No | Yes | The alignment in vertical direction the node should use when it resides under a layout. |
Node.VerticalMargin | Vertical Margin | No | Yes | The margin in vertical direction the node should use when it resides under a layout |
Node.Width | Layout Width | No | Yes | The width of the node when used in a layout. Overrides the default bounds of the item. |
Node.Visible | Visible | No | Yes | When disabled the scene graph node is not rendered |
Node.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 the parent node. |
Node2D.AspectRatio | Aspect Ratio | No | Yes | Determines the proportion of width and height. You cannot set both the Aspect Ratio and both, Width and Height. |
Node2D.BackgroundBrush | Background Brush | No | Yes | The background brush to paint the background of 2D nodes. |
Node2D.CacheChildren | Cache Children | No | Yes | Cache child nodes into a render target. See also Cache Self. |
Node2D.CacheResult | Cache Result | No | Yes | Cache final result (combination of itself and its children) into a render target. |
Node2D.CacheSelf | Cache Self | No | Yes | Cache node contents into a render target. See also Cache Children. |
Node2D.CompositionBrush | Composition Brush | No | Yes | The brush to use to compose 2D nodes to screen. |
Node2D.DisableRenderTargetClear | Disable Render Target Clear Color | No | Yes | Do not clear render target buffers before rendering into it even if necessary. |
Node2D.ForceComposition | ForceComposition | No | Yes | Force rendering to composing target even if not otherwise necessary. |
Node2D.ForegroundBrush | Foreground Brush | No | Yes | The foreground brush to paint the foreground of 2D nodes. |
Node2D.ForegroundHint | Foreground Hint | No | Yes | Give a hint of the type of the foreground of 2D nodes: - None renders the background brush after rendering the node. - Translucent renders the background brush before the content of the node. - Occluding renders the background brush. |
Node2D.LayoutTransformation | Layout Transformation | No | Yes | The 2D transformation to be applied before layouting. |
Node2D.OffscreenRendering | Off-Screen Rendering | No | Yes | When set and the node has an explicitly set render target, do not render the resulting framebuffer to screen. |
Node2D.PixelFormat | Pixel Format | No | Yes | The pixel format of the node if rendering to a texture. |
Node2D.RenderSelf | Render Self | No | Yes | Whether the node renders itself. Does not affect the rendering of child nodes. |
Node2D.RenderTarget | Render Target | No | Yes | Forces the node to be rendered into a given render target texture. When set to "No Target", regular conditions whether node is rendered to a texture, such as opacity and rotation, are applied. |
Node2D.RenderTargetMinimumHeight | Render Target Minimum Height | No | Yes | Sets the minimum height of implicitly generated render targets. |
Node2D.RenderTargetMinimumWidth | Render Target Minimum Width | No | Yes | Sets the minimum width of implicitly generated render targets. |
Node2D.RenderTargetReallocationLimit | Render Target Reallocation Limit | No | Yes | The change in size that triggers reallocation of a render target. |
Node2D.RenderTransformation | Render Transformation | No | Yes | The 2D transformation to be applied after layouting. |
Node2D.RenderTransformationOrigin | Render Transformation Origin | No | Yes | Sets the render transform origin in relative coordinates. |
Node2D.SnapToPixel | Snap to Pixel | No | Yes | Snap the translation of the node and its size into pixel boundary. |
Node3D.FinalTransformation | Final Transformation | No | Yes | The combined location, orientation and scale of the node and its ancestor nodes. Automatically calculated by the system. |
Node3D.LayoutTransformation | Layout Transformation | No | Yes | The location, orientation and scale of the node relative to its parent node. Layout Transformation affects the layout. If you do not want to affect the layout, use Render Transformation. |
Node3D.RenderTransformation | Render Transformation | No | Yes | The location, orientation, and scale of the node relative to its parent node. Render transformation does not affect the layout of the 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 | On Attached | No | Yes | This trigger is set off when the item is initialized. For example, when you add a node to the scene graph, or enter a state that contains this trigger. |
OnPropertyChanged | On Property Change | No | Yes | Occurs when a property is changed |
OnPropertyChangedTrigger.SourceNode | Node | No | No | The node for which this trigger monitors property changes. |
OnPropertyChangedTrigger.SourcePropertyType | Property Type | No | No | The property type the changes of which trigger this trigger. |
OnTimer | On Timer | No | Yes | Occurs when timer interval is elapsed |
Page.AutoActivate | Keep Active | No | Yes | Always activate this Page node when its parent is active. |
Page.DefaultSubPage | Default Subpage | No | Yes | The default subpage to be activated, when this Page node is active. |
Page.Host | Host Other Pages | No | Yes | This Page node can host a group of Page nodes and manages the navigation between Page nodes within its subtree. |
Page.LoopSubPages | Loop Subpages | No | Yes | Loop the subpages when navigating to the next or previous subpage. |
Page.State | Activation State | No | No | Whether this Page node is active. |
Page.TransitionDirection | Transition Direction | No | Yes | Direction of the state transition (0 = out, 1 = in). |
Page.TransitionPhase | Transition Phase | No | Yes | Phase of the page transition, used for pixel-based effects. |
PanManipulator.PanDelta | PanManipulator.PanDelta | No | No | |
PinchManipulator.PinchRotation | PinchManipulator.PinchRotation | No | No | |
PinchManipulator.PinchScale | PinchManipulator.PinchScale | No | No | |
PointLight | Point Light | No | Yes | Point light settings |
PointLightAttenuation | Point Light Attenuation | No | Yes | Defines the effect of a point light on objects that are farther away. Consists of constant, linear, and quadratic coefficients. |
PointLightColor | Point Light Color | No | Yes | The color of the point light |
PointLightRadius | Point Light Radius | No | Yes | Sphere light radius. |
PreviewWindowBackgroundColor | Preview Background Color | No | No | The color of the area in the preview window that is not covered by screen. |
ProgressiveRenderingViewport2D.Animation | Animation | No | Yes | The animation to play in Progressive Rendering Viewport 2D |
ProgressiveRenderingViewport2D.Composer | Composer | No | Yes | Composer that defines render passes that the Progressive Rendering Viewport 2D iterates and render one in each frame. |
RangeConcept.CommonMessageArguments.Value | Range Value | No | No | Range Value |
RangeConcept.IsValueChanging | Is Value Changing | No | Yes | Whether or the value is currently changing. |
RangeConcept.MaximumValue | Maximum Value | No | Yes | The maximum value that the range allows. |
RangeConcept.MinimumValue | Minimum Value | No | Yes | The minimum value that the range allows. |
RangeConcept.NormalizedValue | Normalized Value | No | Yes | The current value normalized to range [0, 1]. |
RangeConcept.Step | Step Value | No | Yes | The minimum amount that the value of the range can change at a time. |
RangeConcept.Value | Value | No | Yes | The current value. |
RenderOnce | Render Once | No | No | This determines if render pass is only rendered once (by default rendered every frame). |
RenderPassCamera | Camera | No | No | The camera 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 |
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 | Scissor 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 | Scissor Type | No | No | Whether the border settings of the scissor area are relative (range 0-1) or absolute (pixel coordinates). |
ResourceKeepAliveBehavior | Keep Alive Behavior | No | Yes | The keep-alive behavior of this resource. Can be used to deny unloading of the resource. |
Scene.Camera | Camera | No | Yes | The camera for displaying the scene. |
Scene.Composer | 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. |
Scene.HitTestCamera | Hit Testing Camera | No | Yes | The camera used in hit testing the objects in the scene. When not set, the default camera is used. |
Screen.ClearColor | Screen Clear Color | No | Yes | If screen has a clear color, screen will be cleared with the specified color before all other rendering. Depth will be cleared to 1.0f and stencil will be cleared to 0. |
Screen.HostName | Host Name | No | No | Containes the name of the host the node originates from. |
ScrollViewConcept.DraggingAccelerationCoefficient | Dragging Acceleration | No | Yes | How fast scrolling accelerates when dragging. |
ScrollViewConcept.DraggingDragCoefficient | Dragging Drag | No | Yes | How much drag affects scrolling when dragging. |
ScrollViewConcept.DraggingImpulseFactor | Dragging Impulse | No | Yes | How much impulse is generated from pointing device movement when dragging. |
ScrollViewConcept.RecognitionThreshold | Recognition Threshold | No | Yes | How much the pointing device has to move for scrolling to start. |
ScrollViewConcept.ScrollAxis | Scroll Axis | No | Yes | Direction of a scroll view's primary axis. |
ScrollViewConcept.ScrollBoundsMaximum | Scroll Bounds Maximum | No | Yes | Coordinates of right-bottom corner of scroll bounds rectangle. |
ScrollViewConcept.ScrollBoundsMinimum | Scroll Bounds Minimum | No | Yes | Coordinates of left-top corner of scroll bounds rectangle. |
ScrollViewConcept.Scrolling | Scrolling | No | Yes | Is the scroll view currently scrolling (read-only). |
ScrollViewConcept.ScrollPosition | Scroll Position | No | Yes | The current scroll value (read-only). |
ScrollViewConcept.ScrollSpeed | Scroll Speed | No | Yes | The current scroll speed (read-only). |
ScrollViewConcept.ScrollTargetPosition | Scroll Target Position | No | Yes | The current target scroll value (read-only). |
ScrollViewConcept.Sensitivity | Scroll Sensitivity | No | Yes | How much the scroll value changes relative to pointing device movement on the scroll view plane. |
ScrollViewConcept.SlidingAccelerationCoefficient | Sliding Acceleration | No | Yes | How fast scrolling accelerates when sliding. |
ScrollViewConcept.SlidingDragCoefficient | Sliding Drag | No | Yes | How much drag affects scrolling when sliding. |
ScrollViewConcept.SwipeDistance | Swipe Distance | No | Yes | How far a swipe sends the scroll value, relative to pointing device speed. |
SliderConcept.MaxDistanceFromCurve | Maximum Distance From Curve | No | Yes | The distance from the curve where hit testing succeeds. |
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 | Spot Light Attenuation | No | Yes | Defines the effect of a spot light on objects that are farther away. Consists of constant, linear, and quadratic coefficients. |
SpotLightColor | Spot Light Color | No | Yes | The color of the spot light |
SpotLightCutoffAngle | Cutoff | No | Yes | The angle of the light cone in degrees. |
SpotLightExponent | Exponent | No | Yes | Defines how fast a fully lit area at the center of the light cone turns into an unlit area. |
StackLayoutConcept.Direction | Direction | Yes | Yes | Defines the axis along which the stack layout arranges its items. |
StackLayoutConcept.Reversed | Reversed | Yes | Yes | Defines whether the stack layout arranges its items in reverse order. |
StateGroupInitialState | Initial State | No | Yes | Allows to define a startup state for a group, if there is no controller property defined. |
StencilBufferClearEnabled | Stencil Clear Enabled | No | No | Whether or not to clear the stencil buffer |
StencilBufferClearValue | Stencil Clear Value | No | No | The value used for clearing the stencil buffer |
StencilBufferTestEnabled | Stencil 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 |
TextBlock3D.Baseline | Baseline | No | Yes | Font baseline in 3D space units. |
TextBlock3D.TwoPassRendering | Two Pass Rendering | Yes | Yes | Defines whether the Text Block 3D is rendered in two passes. Disabling the two pass rendering improves performance, but can cause invalid rendering results when glyph bounds overlap. |
TextBlockConcept.CharacterSpacing | Character Spacing | Yes | Yes | Defines the character spacing in device independent pixels. |
TextBlockConcept.FontColor | Font Color | Yes | Yes | The color of the text. |
TextBlockConcept.FontMaterial | Font Material | Yes | Yes | The material whose shader is used to render the text. To use the shader, it has to include GlyphTexture uniform. To use this shader load the <KanziInstallation>/Studio/Asset Library/MaterialTypes/General/FontTexture.kzmat material type. |
TextBlockConcept.FontSize | Font Size | Yes | Yes | The size of the font in device independent pixels. |
TextBlockConcept.LineSpacing | Line Spacing | Yes | Yes | Defines the line spacing in multiples of the normal line height of the selected font. |
TextBlockConcept.Overflow | Overflow | No | Yes | Defines the characters that represent the clipped text when the text string to be rendered is too long to fit in the node. |
TextBlockConcept.Text | Text | No | Yes | Defines the text content that the TextBlock renders. Press Shift+Enter to create a line break. |
TextBlockConcept.TextHorizontalAlignment | Text Horizontal Alignment | Yes | Yes | Defines the horizontal alignment of the text. |
TextBlockConcept.TextVerticalAlignment | Text Vertical Alignment | Yes | Yes | Defines the vertical alignment of the text. |
Texture | Texture | Yes | Yes | The texture of the material |
TextureBrush.Texture | Brush Texture | No | Yes | Texture for brush. |
TimerTrigger.Interval | Timer Interval (ms) | No | No | The interval in milliseconds on which the trigger is triggered. |
ToggleButtonGroupConcept.CurrentButtonIndex | Current Button Index | No | Yes | The index of the currently toggled button. |
TrajectoryLayoutConcept.AlignToTangent | Align To Tangent | No | Yes | When set, aligns arranged items to match the tanged of the trajectory. Vertical trajectories are not supported. |
TrajectoryLayoutConcept.CalculatedOffset | Calculated Offset | Yes | Yes | Current offset of item caluclated by the trajectory layout in proportional range [0, 1] (read-only). |
TrajectoryLayoutConcept.ItemAreaBegin | Item Area Begin | No | Yes | Defines the starting point of the trajectory segment in which the layout items are considered fully visible. The value is in [0, 1] range where 0 is the beginning and 1 is the end of the trajectory. Used for property VisibleAmountInParent. |
TrajectoryLayoutConcept.ItemAreaEnd | Item Area End | No | Yes | Defines the ending point of the trajectory segment in which the layout items are considered fully visible. The value is in [0, 1] range where 0 is the beginning and 1 is the end of the trajectory. Used for property VisibleAmountInParent. |
TrajectoryLayoutConcept.OverrideDistance | Override Distance | No | Yes | When set the value overrides the distance between items, which otherwise the trajectory layout calculates automatically. |
TrajectoryLayoutConcept.OverrideOffset | Trajectory Override Offset | Yes | Yes | Current offset of item manually set, which is otherwise calculated by the trajectory layout. |
TrajectoryLayoutConcept.StartOffset | Start Offset | No | Yes | Defines the starting offset on the trajectory from where the items are laid out. The value is in [0, 1] range, where 0 is the beginning and 1 is the end of the trajectory spline. |
TrajectoryLayoutConcept.Stretch | Stretch | Yes | Yes | Scale the trajectory to match layout size. |
TrajectoryLayoutConcept.Trajectory | Trajectory | No | Yes | The trajectory to use in a trajectory layout. |
TrajectoryListBoxConcept.AlignToTangent | Align To Tangent | No | Yes | If set, aligns laid out items to match the trajectory's tangent. Vertical trajectories are not supported. |
TrajectoryListBoxConcept.CursorOffset | Cursor Offset | No | Yes | Offset of the position that is used for selecting the active object, in proportional range [0,1]. |
TrajectoryListBoxConcept.ItemAreaBegin | Item Area Begin | No | Yes | Offset of starting point of the area in which the child object is fully visible. Used for property VisibleAmountInParent. |
TrajectoryListBoxConcept.ItemAreaEnd | Item Area End | No | Yes | Offset of ending point of the area in which the child object is fully visible. Used for property VisibleAmountInParent. |
TrajectoryListBoxConcept.Spacing | Spacing | No | Yes | Distance between items in a trajectory list box. |
TrajectoryListBoxConcept.Trajectory | Trajectory | No | Yes | The trajectory to use. |
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 |
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. |
TrajectoryListBoxSwipeDistance | Swipe Distance | No | Yes | How far a swipe sends the scroll value, relative to pointing device speed. |
TransitionLayerAnimation | Transition Animation | No | Yes | Animation to use for the transition |
TransitionLayerContentTexcoord0 | Transition View Content Texcoord 0 | No | Yes | First content texture coordinates of transition view material |
TransitionLayerContentTexcoord1 | Transition View Content Texcoord 1 | No | Yes | Second content texture coordinates of transition view 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 view shader |
TransitionLayerMaterialFirstTexture | Uniform Name for First Texture | No | Yes | The name of the first texture uniform in a transition view shader |
TransitionLayerMaterialSecondContentTexcoord | Uniform Name for Second Content Texcoord | No | Yes | The name of the second content texcoord uniform in a transition view shader |
TransitionLayerMaterialSecondTexture | Uniform Name for Second Texture | No | Yes | The name of the second texture uniform in a transition view 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 Node | No | Yes | The source layer from which the transition is performed to the target layer |
TransitionLayerTarget | Target Node | No | Yes | The target layer to perform transition into from the source layer |
TransitionLayerTexture0 | Transition View Texture 0 | No | Yes | First texture of transition view material |
TransitionLayerTexture1 | Transition View Texture 1 | No | Yes | Second texture of transition view material |
Viewport2D.Camera | Camera | No | Yes | Sets which camera to use in scenes rendered by the selected Viewport 2D. If not set, Kanzi uses the camera in the scene. |
Viewport2D.Composer | Composer | No | Yes | Sets which composer to use in scenes rendered by the selected Viewport 2D. If not set, Kanzi uses the composer used by the scene. |
Viewport2D.HitTestCamera | Hit Test Camera | No | Yes | Sets which hit test camera to use in scenes rendered by the selected Viewport 2D. If not set, Kanzi uses the camera in the scene. |
Viewport3D.Material | Material | No | Yes | The material used to render the plane. |
Viewport3D.Prefab | Displayed Prefab | No | Yes | 2D prefab to use on this viewport. |
ViewportType | Viewport 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. |
Window.MetricsType | Metrics Type | No | No | Defines the type of the coordinate system for the window metrics. |
Window.Orientation | Orientation | No | No | The orientation of the window. |