This table lists all default property types available in Kanzi. See Property system, Creating property types, and Node and resource reference.
Name | Display Name | Inherited | Attachable | Description |
---|---|---|---|---|
Action.Delay | Action Delay (ms) | No | Yes | The time in milliseconds after which the message is dispatched. |
Ambient | Ambient Color | No | 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. |
AnimationPlayer.AutoplayEnabled | Autoplay Enabled | No | No | Specifies whether animation player should start playback of its timeline automatically when it is attached to the node. |
AnimationPlayer.DurationScale | Duration Scale | No | No | Specifies how much duration of the timeline is scaled during its playback. |
AnimationPlayer.PlaybackMode | Playback Mode | No | No | Specifies the mode of timeline playback (normal, reverse, pingpong). |
AnimationPlayer.PlayMessageArguments.DurationScale | Duration Scale | No | No | Specifies how much duration of the timeline is scaled during its playback. This scale is applied on top of player's duration scale property. |
AnimationPlayer.PlayMessageArguments.PlaybackMode | Playback Mode | No | No | Specifies the mode of timeline playback (normal, reverse, pingpong). This mode is applied on top of player's mode property. |
AnimationPlayer.PlayMessageArguments.RepeatCount | Repeat Count | No | No | Specifies how many times the timeline is played during its playback (1 for one time playback, 0 for infinite amount of repeats). This repeat count is applied on top of player's repeact count property. |
AnimationPlayer.RelativePlayback | Relative Playback | No | No | Specifies whether animations are played in relative manner by adding animated value to target property value instead of replacing the property value. |
AnimationPlayer.RepeatCount | Repeat Count | No | No | Specifies how many times the timeline is played during its playback (1 for one time playback, 0 for infinite amount of repeats). |
AnimationPlayer.RestoreOriginalValuesAfterPlayback | Restore Original Values After Playback | No | No | Specifies whether animated properties return to their initial values after playback of the timeline ends. |
AnimationPlayer.Timeline | Target Animation Timeline | No | No | The target animation timeline. |
BlendIntensity | Blend Intensity | No | 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 | No | 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. |
BlitRenderPass.Material | Material | No | Yes | Sets to the Material that you want a Blit Render Pass to use to blit one or more textures. |
BlitRenderPass.Texture0 | Texture0 | No | Yes | Sets the first texture you want the Blit Render Pass to blit. |
BlitRenderPass.Texture1 | Texture1 | No | Yes | Sets the second texture you want the Blit Render Pass to blit. |
BlitRenderPass.Texture2 | Texture2 | No | Yes | Sets the third texture you want the Blit Render Pass to blit. |
BlitRenderPass.Texture3 | Texture3 | No | Yes | Sets the fourth texture you want the Blit Render Pass to blit. |
Brush.BrushType | Brush Type | No | Yes | The type of the brush. |
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 | Down On Hover | No | Yes | When enabled, holding a finger on a device screen and moving it over the button, the property transitions the button to the 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. |
ClearRenderPass.ClearColor | Clear Color | No | Yes | Sets the color that you want the Clear Render Pass to use to clear the color buffer. |
ClearRenderPass.ClearDepth | Clear Depth | No | Yes | Sets the depth that you want the Clear Render Pass to use to clear the depth buffer. |
ClearRenderPass.ClearStencil | Clear Stencil | No | Yes | Sets the clear stencil that you want the Clear Render Pass to use to clear the stencil buffer. |
ColorBrush.Color | Brush Color | No | Yes | Color for brush. Set alpha to 0 to disable brush. |
ComposerFactoryName | Engine Factory Name | No | Yes | The factory name for this composer. Can be used to instantiate composer or render pass from plugin. |
CompositionTargetRenderPass.AddressingMode | Addressing Mode | No | Yes | Sets how Kanzi handles the texture coordinates of the automatically generated composition target textures outside of the [0, 0] - [1, 1] rectangle:
- Clamp confines the texture to these coordinates and outside of these texture coordinates repeats the edge texels of the texture. This is the default value. - Wrap sets the texture to repeat outside of these coordinates. |
CompositionTargetRenderPass.CompositionTarget | Composition Target | No | Yes | Sets the target to which you want to render the result of this render pass. |
CompositionTargetRenderPass.DepthTextureFormat | Depth Texture Format | No | Yes | Sets the format of the automatically created depth composition target. |
CompositionTargetRenderPass.FilterMode | Filter Mode | No | Yes | Sets how Kanzi handles accessing the texture samples of the automatically generated composition target:
- Nearest takes the color from the nearest sample. - Linear interpolates color from neighboring samples. This is the default value. |
CompositionTargetRenderPass.MipmapMode | Mipmap Mode | No | Yes | Sets the mipmap mode of the automatically created composition target.
To enable mipmaps set the property value to Linear or Nearest. Enabling mipmaps introduces the runtime cost of generating mipmaps after rendering. To disable mipmaps remove the property. |
CompositionTargetRenderPass.MultisampleLevel | Multisample Level | No | Yes | Sets the number of samples you want to use for each output pixel of the automatically generated composition target textures. To disable multisampling, remove the property or set the property value to 1. |
CompositionTargetRenderPass.PixelFormat | Pixel Format | No | Yes | Sets on the GPU the target pixel format of the automatically created composition target textures. |
CompositionTargetRenderPass.ResolutionDivisor | Resolution Divisor | No | Yes | Sets the resolution divisor for the automatically created composition target textures. Together with the Resolution Multiplier property this property sets the size of the composition target in relation to the size of the current Viewport 2D node. |
CompositionTargetRenderPass.ResolutionMultiplier | Resolution Multiplier | No | Yes | Sets the resolution multiplier for the automatically created composition target textures. Together with the Resolution Divisor property this property sets the size of the composition target in relation to the size of the current Viewport 2D node. |
CompositionTargetRenderPass.ResolveImmediately | Resolve Immediately | No | Yes | Whether to resolve multisamples and generate mipmaps for the composition target texture immediately after rendering.
By default Kanzi resolves multisamples and generates mipmaps for the composition target texture only when another render pass refers to this render pass. |
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 |
DataContext.DataContext | Data Context | No | Yes | Source of data for this node and its descendants |
DataContext.ItemsSource | Items Source | No | Yes | Data object which provides data sources for list items. |
DataObjectValue | Value | No | Yes | The last read value of the data object |
Description | Description | No | Yes | Add a description of the purpose of this item. To export descriptions to a plain text file, select File > Export > Export Descriptions. When you export the kzb file, this description is not included in the exported file. |
Diffuse | Diffuse Color | No | Yes | The color of the material when it is lit by a light |
DirectionalLight | Directional Light | No | Yes | Directional light settings |
DirectionalLightColor | Directional Light Color | No | Yes | The color of the directional light |
DispatchMessageAction.MessageType | Message Type | No | Yes | The name of the a message type |
DispatchMessageAction.RoutingTarget | Target Item | No | Yes | 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 | Target Item (Lookup) | No | Yes | Allows to look up target item via this property (RoutingTarget.Property). |
DockLayoutConcept.LastItemFill | Last Item Fill | No | Yes | Whether the last item of the dock layout is given the remaining free space. |
DockLayoutConcept.Side | Side | No | Yes | The docking side of an item in the dock layout. |
DrawObjectsRenderPass.Camera | Camera | No | Yes | Sets the Camera node that you want to use to render the nodes. To use the default Camera node in that Scene node, do not set the value for this property. |
DrawObjectsRenderPass.FrustumCullingEnabled | Frustum Culling | No | Yes | Enable to disable rendering objects that are not inside the view frustum. Trades GPU rendering time for CPU cull test time. |
DrawObjectsRenderPass.ObjectSource | Object Source | No | Yes | Sets the object source which collects the nodes that you want to render with this render pass. To render all nodes in a Scene node (Root Object Source), do not set the value for this property. |
DrawObjectsWithMaterialRenderPass.Material | Material | No | Yes | Sets the material that will be used to render all nodes rendered by this DrawObjectsWithMaterialRenderPass. |
Emissive | Emissive Color | No | 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.Argument3 | Argument 3 | No | No | The third argument in the binding expression. |
ExpressionBindingProcessor.Argument3Field | Argument 3 Field | No | No | The property attribute for the third 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 | No | 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 | No | 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 | No | 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 | No | Yes | The direction along which the layout arranges items until the layout limit in that direction is reached. |
FlowLayoutConcept.SecondaryDirection | Secondary Direction | No | Yes | The direction along which the flow layout arranges lines of the primary direction. |
FocusManager.DownNavigationNodePath | Down Navigation Node | No | Yes | Set the path to the node to focus on downward direction navigation. |
FocusManager.FocusScope | Focus Scope | No | Yes | Set to true if the node is a focus scope. |
FocusManager.LeftNavigationNodePath | Left Navigation Node | No | Yes | Set the path to the node to focus on left direction navigation. |
FocusManager.NextFocusNodePath | Next Focus Node | No | Yes | Set the path to the node to focus on forward focus navigation. |
FocusManager.PreviousFocusNodePath | Previous Focus Node | No | Yes | Set the path to the node to focus on backward focus navigation. |
FocusManager.RightNavigationNodePath | Right Navigation Node | No | Yes | Set the path to the node to focus on right direction navigation. |
FocusManager.UpNavigationNodePath | Up Navigation Node | No | Yes | Set the path to the node to focus on upward direction navigation. |
FrustumCullMargin | Frustum Cull Margin | No | Yes | The margin of the frustum cull radius of the node. For example, set the margin when a vertex shader modifies the geometry of the node.
To use this property, enable the Frustum Culling property in the Draw Objects Render Pass you use to render the node. |
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 | Calculated Offset | No | 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 the grid list box (read-only). |
GridListBoxDraggingAccelerationCoefficient | Dragging Acceleration | No | Yes | How fast scrolling accelerates when dragging in grid list box. |
GridListBoxDraggingDragCoefficient | Dragging Drag | No | Yes | How much drag affects scrolling when dragging in grid list box. |
GridListBoxDraggingImpulseFactor | Dragging Impulse | No | Yes | How much impulse is generated from pointing device movement when dragging in grid list box. |
GridListBoxMaximumNumberOfTouches | Maximum Number of Touches | No | Yes | Maximum number of touch points allowed for the scroll view pan in grid list box. |
GridListBoxMinimumNumberOfTouches | Minimum Number of Touches | No | Yes | Required number of touch points pressed for the scroll view pan to start in grid list box. Scroll view with minimum number of touches greater than one will preceed the inner scroll views in touch processing. |
GridListBoxRecognitionThreshold | Recognition Threshold | No | Yes | How much the pointing device has to move for scrolling to start in grid list box. |
GridListBoxScrollAxis | Scroll Axis | No | Yes | Direction of Scroll View's primary axis in grid list box |
GridListBoxSensitivity | Scroll Sensitivity | No | Yes | How much the scroll value changes relative to pointing device movement on the scroll view plane in grid list box. |
GridListBoxSlidingAccelerationCoefficient | Sliding Acceleration | No | Yes | How fast scrolling accelerates when sliding in grid list box. |
GridListBoxSlidingDragCoefficient | Sliding Drag | No | Yes | How much drag affects scrolling when sliding in grid list box. |
GridListBoxSwipeDistance | Swipe Distance | No | Yes | How far a swipe sends the scroll value in grid list box, 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 |
HalfFloatTextureFormatLinear | Half-Float Texture Format With Linear Filtering | No | No | Require support for half float texture format with linear filtering |
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. |
Kanzi.ExecuteScriptAction | Execute Script | No | No | Execute given script. |
Kanzi.MoveFocusAction | Move Focus | No | No | Transfers focus to another focusable item in the focus navigation chain. |
Kanzi.OnAttachedTrigger | 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. |
Kanzi.OnPropertyChangedTrigger | On Property Change | No | Yes | Occurs when a property is changed |
Kanzi.SetFocusAction | Set Focus | No | No | Sets focus to a selected target node |
Kanzi.SetPropertyAction | Set Property | No | No | Sets a property value to a float property or a float attribute a structured property |
Kanzi.TimerTrigger | On Timer | No | Yes | Occurs when timer interval is elapsed |
LegacyRenderPass.Color0FloatClearValue | Color Buffer 0 Clear Value (float) | No | Yes | Clear color value for signed integer color buffer 0 |
LegacyRenderPass.Color0IntegerClearValue | Color Buffer 0 Clear Value (integer) | No | Yes | Clear color value for integer color buffer 0 |
LegacyRenderPass.Color1ColorClearValue | Clear Color (Color Buffer 1) | No | Yes | The color used to clear the color buffer 1 |
LegacyRenderPass.Color1FloatClearValue | Color Buffer 1 Clear Value (float) | No | Yes | Clear color value for signed integer color buffer 1 |
LegacyRenderPass.Color1IntegerClearValue | Color Buffer 1 Clear Value (integer) | No | Yes | Clear color value for integer color buffer 1 |
LegacyRenderPass.Color2ColorClearValue | Clear Color (Color Buffer 2) | No | Yes | The color used to clear the color buffer 2 |
LegacyRenderPass.Color2FloatClearValue | Color Buffer 2 Clear Value (float) | No | Yes | Clear color value for signed integer color buffer 2 |
LegacyRenderPass.Color2IntegerClearValue | Color Buffer 2 Clear Value (integer) | No | Yes | Clear color value for integer color buffer 2 |
LegacyRenderPass.Color3ColorClearValue | Clear Color (Color Buffer 3) | No | Yes | The color used to clear the color buffer 3 |
LegacyRenderPass.Color3FloatClearValue | Color Buffer 3 Clear Value (float) | No | Yes | Clear color value for signed integer color buffer 3 |
LegacyRenderPass.Color3IntegerClearValue | Color Buffer 3 Clear Value (integer) | No | Yes | Clear color value for integer color buffer 3 |
LegacyRenderPass.ColorBufferClearColor | Clear Color (Color Buffer 0) | No | Yes | The color used to clear the color buffer 0 |
LegacyRenderPass.ColorBufferClearEnabled | Color Clear Enabled | No | No | Whether to clear the color buffer before writing the new color values. |
LegacyRenderPass.ColorWriteMode | Color Write Mode | No | No | When set to None, writing to color buffer is disabled. |
LegacyRenderPass.ComposerEnabled | Enabled | No | Yes | This determines if composer is rendered (enabled by default). |
LegacyRenderPass.CullMode | Cull Mode | No | No | Sets the culling of the triangle faces in the rendered meshes of legacy render passes:
- Back does not render the triangles whose normal points away from the camera. - Front does not render the triangles whose normal points towards the camera. |
LegacyRenderPass.DepthBufferClearEnabled | Depth Clear Enabled | No | No | Sets whether to clear the depth buffer. |
LegacyRenderPass.DepthBufferClearValue | Depth Clear Value | No | No | The value used for clearing the depth buffer. |
LegacyRenderPass.DepthBufferTestEnabled | Depth Test Enabled | No | No | Whether to enable the depth test. |
LegacyRenderPass.DepthBufferWriteEnabled | Depth Write Enabled | No | No | Sets whether to enable the writing of the depth buffer. |
LegacyRenderPass.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. |
LegacyRenderPass.FrustumCullingOn | Frustum Culling | No | No | Sets whether to use frustum culling. When frustum culling is enabled Kanzi does not render the objects that do not overlap with the viewing frustum of the camera. |
LegacyRenderPass.RenderOnce | Render Once | No | No | Sets whether this render pass is rendered only once. When disabled this render passes renders every frame. |
LegacyRenderPass.RenderPassCamera | Camera | No | No | The camera that is used for rendering this render pass. When set to "Scene Default Camera" Kanzi uses the default camera node from the active scene. |
LegacyRenderPass.RenderPassMaterial | Override Material | No | No | The material that overrides all the materials in the objects that are rendered by this render pass. When set to "No Material" material overriding is not in use. |
LegacyRenderPass.RenderPassObjectSource | Object Source | No | No | The object source for the render pass |
LegacyRenderPass.RenderPassRenderTargetColor0 | Render Target Color0 | No | Yes | Sets where this render pass renders. You can set a render pass to render to screen or to a render target color0 attachment texture. |
LegacyRenderPass.RenderPassRenderTargetColor1 | Render Target Color1 | No | Yes | Sets where this render pass renders. You can set a render pass to render to screen or to a render target color1 attachment texture. |
LegacyRenderPass.RenderPassRenderTargetColor2 | Render Target Color2 | No | Yes | Sets where this render pass renders. You can set a render pass to render to screen or to a render target color2 attachment texture. |
LegacyRenderPass.RenderPassRenderTargetColor3 | Render Target Color3 | No | Yes | Sets where this render pass renders. You can set a render pass to render to screen or to a render target color3 attachment texture. |
LegacyRenderPass.RenderPassRenderTargetDepthStencil | Render Target Depth Stencil | No | Yes | Render Target Depth Stencil |
LegacyRenderPass.RenderPassRenderTargetGenerateMipmap | Generate Mipmaps | No | No | Sets whether the render target texture generates mipmaps after the render pass. |
LegacyRenderPass.RenderPassRenderTargetInvalidateAttachments | InvalidateAttachments | No | Yes | Which attachments, if any, should be invalidated after the render pass. |
LegacyRenderPass.RenderPassRenderTargetMipmapLevel | Mipmap Level | No | No | Render Target Mipmap Level |
LegacyRenderPass.RenderPassRenderTargetResolve | Resolve After | No | No | Sets whether the render target is multisample resolved after the render pass.
When you want to apply multisampling, enable this property only in the last render pass. |
LegacyRenderPass.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. |
LegacyRenderPass.RenderPassScissorType | Scissor Type | No | No | Whether the border settings of the scissor area are relative (range 0-1) or absolute (pixel coordinates). |
LegacyRenderPass.StencilBufferClearEnabled | Stencil Clear Enabled | No | No | Sets whether to clear the stencil buffer. |
LegacyRenderPass.StencilBufferClearValue | Stencil Clear Value | No | No | The value used for clearing the stencil buffer. |
LegacyRenderPass.StencilBufferTestEnabled | Stencil Test Enabled | No | No | Whether or not the stencil test is enabled |
LegacyRenderPass.StencilFailOperation | Stencil Fail Operation | No | No | Operation that is performed when the stencil test fails. |
LegacyRenderPass.StencilFunction | Stencil Function | No | No | The function used to control whether a fragment is discarded by the stencil test. |
LegacyRenderPass.StencilFunctionReferenceMask | Stencil Function Reference Mask | No | No | Specifies a mask in legacy render passes that is ANDed with both the reference value and the stored stencil value when the test is done |
LegacyRenderPass.StencilFunctionReferenceValue | Stencil Function Reference Value | No | No | Specifies the reference value for the stencil test in legacy render passes. |
LegacyRenderPass.StencilPassDepthFailOperation | Stencil Pass Depth Fail Operation | No | No | Operation that is performed when the stencil test fails and the depth test passes. |
LegacyRenderPass.StencilPassDepthPassOperation | Stencil Pass Depth Pass Operation | No | No | Operation that is performed when both the stencil and depth test pass. |
LegacyRenderPass.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. |
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. |
LightPropertyType | 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 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.ItemMessageArguments.ItemIndex | Item Index | No | No | Index of list box item. |
ListBoxConcept.ItemSelectedMessageArguments.PreviousSelectedItemIndex | Previous Selection | No | No | Index of previously selected list box item. Value -1 indicates no selection. |
ListBoxConcept.ItemSelectedMessageArguments.SelectedItemIndex | Selection | No | No | Index of selected list box item. Value -1 indicates no selection. |
ListBoxConcept.ItemTemplate | Item Template | No | Yes | If set, the list item generator uses this to instantiate items. |
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.ScrollMessageArguments.ScrollPosition | Scroll Position | No | No | The new scroll position from scroll view within the list box |
ListBoxConcept.ScrollMessageArguments.ScrollSpeed | Scroll Speed | No | No | The new scrolling speed from scroll view within the list box |
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. |
LookAt | Look At | No | Yes | Makes a node to always face the node set in this property. |
MaskTexture | Mask Texture | No | Yes | Texture for masking other texture or color |
MaskTextureOffset | Mask Texture Offset | No | Yes | Sets an offset for mask in materials |
MaskTextureTiling | Mask Texture Tiling | No | Yes | Determines how many times mask is presented in material |
MaterialBrush.Material | Material | No | Yes | Material used when drawing with the brush |
MaterialSetupRenderPass.Material | Material | No | Yes | Sets the material that will have all other Material Setup Render Pass properties set to. |
MeshMorphTargetWeight | Weight | No | No | A weight value for a morph target |
Message.AnimationPlayer.Completed | Animation Playback Completed | No | Yes | Occurs when animation player completes animation playback. |
Message.AnimationPlayer.Pause | Pause Animation Playback | No | No | Instructs animation player to pause animation playback. |
Message.AnimationPlayer.Play | Start Animation Playback | No | No | Instructs animation player to start animation playback with new parameters. |
Message.AnimationPlayer.Resume | Resume Animation Playback | No | No | Instructs animation player to resume animation playback if it is paused or to start the playback if it is stopped. |
Message.AnimationPlayer.Started | Animation Playback Started | No | Yes | Occurs when animation player starts animation playback. |
Message.AnimationPlayer.Stop | Stop Animation Playback | No | No | Instructs animation player to stop animation playback. |
Message.AnimationPlayer.Stopped | Animation Playback Stopped | No | Yes | Occurs when animation player stops animation playback. |
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: State Toggled | 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 | Yes | Occurs when drag and drop gesture has finished. |
Message.DragAndDrop.Moved | Drag And Drop Moved | No | Yes | Occurs on finger move after successfully starting the drag and drop with long press. |
Message.DragAndDrop.Started | Drag And Drop Started | No | Yes | Occurs on successfull long press on the node. |
Message.KeyDown | Key Down | No | Yes | Occurs when the user presses a specific key on their keyboard. |
Message.KeyUp | Key Up | No | Yes | Occurs when the user releases a specific key on their keyboard. |
Message.ListBox.ItemHidden | List Box: Item Hidden | No | Yes | Occurs when an item is unloaded from the working memory.
To set how many items you want to keep loaded in the working memory at a time, use the Keep Alive Item Count property. |
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 is loaded to the working memory.
To set how many items you want to keep loaded in the working memory at a time, use the Keep Alive Item Count property. |
Message.ListBox.Scrolled | List Box: Scrolled | No | Yes | Occurs when list box is scrolled. |
Message.ListBox.ScrollFinished | List Box: Scroll Finished | No | Yes | Occurs when list box scrolling ends. |
Message.ListBox.ScrollStarted | List Box: Scroll Started | No | Yes | Occurs when list box scrolling starts. |
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 | Multi Click | No | Yes | Occurs when the pointer is pressed and released specified number of times (default 2) within specified amount of time (default 250ms) on top of the control. |
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.NavigateParent | Navigate To Parent | No | No | Navigates to the parent page. |
Message.PageHost.NavigateNext | Navigate To Next | No | No | Navigates to the next subpage. |
Message.PageHost.NavigatePrevious | Navigate To Previous | No | No | Navigates to the previous subpage. |
Message.PageHost.NavigationFinished | Page Navigation Finished | No | Yes | Page host has finished navigation process. |
Message.PageHost.NavigationStarted | Page Navigation Started | No | Yes | Page host has started navigation process. |
Message.Pan.Finished | Pan Finished | No | Yes | Occurs when finger is raised after recognized pan gesture. |
Message.Pan.Moved | Pan Moved | No | Yes | Occurs when finger position has changed and has exceeded recognition thresholds. |
Message.Pan.Started | Pan Started | No | Yes | Occurs when finger is pressed down. Pan might still be canceled if the finger is released before it has exceeded the treshold. |
Message.Pinch.Finished | Pinch Finished | No | Yes | Occurs when fingers are raised after recognized pinch gesture. |
Message.Pinch.Moved | Pinch Moved | No | Yes | Occurs first when the scale or rotation threshold is exceeded and after that when the tracked touches have moved between updates |
Message.Pinch.Started | Pinch Started | No | Yes | Occurs when finger is pressed down. Pinch might still be canceled if finger is released before the gesture has exceeded scale or rotate threshold. |
Message.PrefabViewConcept.AsynchronousLoadCompleted | Asynchronous Load Completed | No | Yes | Occurs when asynchronous loading of resources from a prefab has been finished. |
Message.PrefabViewConcept.LoadAsynchronously | Start Asynchronous Load | No | No | Instructs a prefab view to start asynchronous loading of resources. |
Message.PropertyTargetInterpolator.Completed | Interpolation Completed | No | Yes | Occurs when property target interpolator completes interpolation. |
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.Screen.ActivateTheme | Activate Theme | No | No | Activates a specified theme from a theme group. |
Message.ScrollView.ScrollDirection | Scroll Direction | No | No | Sets the scroll delta to one step and starts scrolling in that direction |
Message.ScrollView.Scrolled | Scrolled | No | Yes | Occurs when the scroll position of a Scroll View node changes. |
Message.ScrollView.ScrollEdge | Scroll Edge | No | No | Sets the scroll target to the edge of a Scroll View node and starts scrolling in that direction |
Message.ScrollView.ScrollEnded | Scroll Ended | No | Yes | Occurs when the scroll position of a Scroll View node stops changing. |
Message.ScrollView.ScrollPage | Scroll Page | No | No | Sets the scroll delta to one page and starts scrolling in that direction |
Message.ScrollView.ScrollStarted | Scroll Started | No | Yes | Occurs when the scroll position of a Scroll View node starts changing. |
Message.ScrollView.SetScroll | Set Scroll | No | No | Sets the current scroll position of the scroll view. |
Message.ScrollView.SetScrollTarget | Set Scroll Target | No | No | Sets the scrolling target of the scroll view. |
Message.ScrollView.SnapRequest | Snap Request | No | Yes | Occurs when a Scroll View node requests snapping target from the hosting component. |
Message.ScrollView.UserScrollEnded | User Scroll Ended Message | No | Yes | Occurs when the user stops scrolling a Scroll View node. |
Message.ScrollView.UserScrollStarted | User Scroll Started | No | Yes | Occurs when the user starts scrolling a Scroll View node. |
Message.ScrollView.Zoomed | Scroll Zoomed | No | Yes | Occurs when the zoom level of a Scroll View node changes. |
Message.StateManager.EnteredState | Entered State | No | Yes | Occurs when a state manager has entered a state. |
Message.StateManager.GoToNextDefinedState | Next State | No | No | Attempts to go to a state that is defined after the current one in a state manager |
Message.StateManager.GoToPreviousDefinedState | Previous State | No | No | Attempts to go to a state that is defined before the current one in a state manager |
Message.StateManager.GoToState | Go To State | No | No | Attempts to go to a state in a state manager |
Message.StateManager.LeftState | Left State | No | Yes | Occurs when a state manager has left a state. |
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.WriteLog | Write Log | No | No | Write message into log |
MessageArgument. ExecuteScriptAction.ScriptSource | Script Reference | No | Yes | Script reference to be executed |
MessageArgument. Key | Key | No | No | The target key |
MessageArgument. Page.Navigate.Immediate | Immediate | No | No | If True, perform navigation instantly without transition animation. |
MessageArgument. PlayAnimation.Animation | Target Animation | No | Yes | The target animation |
MessageArgument. PlayAnimation.DurationScale | Length Scale | No | Yes | 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 | Yes | 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.RelativePlayback | Relative Playback | No | Yes | Defines whether animations are played in relative manner by adding animated value to target property value instead of replacing the property value. |
MessageArgument. PlayAnimation.RepeatCount | Repeat Count | No | Yes | The amount of times the target timeline is played (1 for one time playback, 0 for infinite amount of repeats). |
MessageArgument. PlayAnimation.RestoreOriginalValuesAfterPlayback | Restore Original Values After Playback | No | Yes | Defines whether the values of the animated properties return to their initial values when the animation in the animation clip ends. |
MessageArgument. PlayAnimationAction.AnimatedObjectPath | Animated Node | No | Yes | Specifies the target item which will be animated. |
MessageArgument. Screen.ActivateThemeMessageArguments.Theme | Theme | No | No | Theme to activate |
MessageArgument. ScrollView.ScrollDirection | Scroll Direction | No | No | Sets the scrolling direction for a Scroll View node. |
MessageArgument. ScrollView.ScrollEdge | Scroll Edge | No | No | Set the direction in which a Scroll View node scrolls when you instruct it to scroll to either of the edges. |
MessageArgument. ScrollView.ScrollPage | Scroll Page | No | No | Sets the direction in which a Scroll View node scrolls when you instruct it to scroll by the layout height of that Scroll View node. |
MessageArgument. ScrollView.ScrollPosition | Position | No | No | Sets the x and y axis coordinates for the new scroll position of a Scroll View node. |
MessageArgument. ScrollView.ScrollPositionX | Position X | No | No | Sets the x axis coordinate for the new scroll position of a Scroll View node. |
MessageArgument. ScrollView.ScrollPositionY | Position Y | No | No | Sets the y axis coordinate for the new scroll position of a Scroll View node. |
MessageArgument. ScrollView.ScrollSpeed | Speed | No | No | Sets the scrolling speed of a Scroll View node. |
MessageArgument. ScrollView.ScrollTarget | Scroll Target | No | No | Sets the target position for a Scroll View node. |
MessageArgument. ScrollView.SnapDirection | Snap Direction | No | No | Sets the direction of a snap request. |
MessageArgument. ScrollView.SnapPosition | Snap Position | No | No | Sets the target of a snap request. |
MessageArgument. ScrollView.Zoom | Zoom | No | No | Sets the zoom level for a Scroll View node. |
MessageArgument. SetPropertyAction.TargetObjectPath | Target Item | No | Yes | The target item containing the target property |
MessageArgument. StateManager.EnteredState | State | No | No | State Manager State Entered |
MessageArgument. StateManager.Immediate | Immediate | No | No | Immediate change |
MessageArgument. StateManager.LeftState | State | No | No | State Manager State Left |
MessageArgument. StateManager.LoopStates | Loop State | No | No | Loop states |
MessageArgument. StateManager.SourceState | Source State | No | No | Source State for the transition |
MessageArgument. StateManager.State | State | No | No | State Manager State |
MessageArgument. StateManager.StateGroup | State Group | No | No | State Manager State Group |
MessageArgument. StateManager.TargetState | Target State | No | No | Target State for the transition |
MessageArgument. Timer.BatchCount | Timer Batch Count | No | No | How many times the subscription interval has passed. |
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 | No | 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. |
MoveFocusAction.Direction | Direction | No | Yes | Direction to which the focus is transferred in the focus navigation chain. |
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.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.EnableMultiClick | Double-Click Enabled | No | Yes | Whether to install a multi-click manipulator that generates double-click messages. |
Node.Focusable | Focusable | No | Yes | Indicates whether the node can receive focus. |
Node.Focused | Focused | No | Yes | Indicates whether the node has actives focus. |
Node.Font | Font | No | 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 | No | 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 | No | No | Node locale |
Node.LogicalFocus | Logical Focus | No | Yes | Indicates whether the node has logical focus. |
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 | No | 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 | Force Composition | 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.PerspectiveTransformation | Perspective Transformation | No | Yes | The 3D transformation to be applied after layouting. |
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. |
NodeComponent.NodeComponentMessageArguments.TargetName | Target Node Component Name | No | No | Name of node component which should receive the message (Set name as an empty string to send this message to every node component on the node) |
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. |
Page.AutoActivate | Keep Active | No | No | Always activate this Page node when its parent is active. |
Page.RotationOffset | Rotation Offset | No | Yes | The angle in degrees by which to rotate a Page node. |
Page.ScaleOffset | Scale Offset | No | Yes | The factor by which to scale a Page node. |
Page.SlideOffset | Slide Offset | No | Yes | The offset to slide a Page node in horizontal or vertical direction:\nX [-1, 1] to move the Page node horizontally\nY [-1, 1] to move the Page node vertically |
Page.State | Activation State | No | Yes | The state of this Page node: false (inactive and invisible) or true (active and visible) (read-only). |
Page.TransitionPhase | Transition Phase | No | Yes | The phase of the transition. For example, use for pixel-based effects. |
PageHost.DefaultSubPage | Default Subpage | No | No | The default or the currently active subpage, which Kanzi automatically activates whenever this PageHost node becomes active. |
PageHost.LoopSubPages | Loop Subpages | No | No | Loop the subpages when navigating to the next or previous subpage. |
PageHost.Transitions | Transitions | No | Yes | Transitions to be used within this PageHost node. |
PageTransition.Direction | Direction | No | No | Defines whether the transition is unidirectional (one way) or bidirectional (two way). |
PageTransition.Duration | Duration | No | No | The duration of a Page node transition (in milliseconds). |
PageTransition.From | From | No | No | The selection criteria for the source Page node. Use * for any Page node. |
PageTransition.To | To | No | No | The selection criteria for the target Page node. Use * for any Page node. |
PageTransitionAnimation.AnimationTarget | Animation Target | No | No | Defines the animation target, either page transitioning in or page transitioning out. |
PageTransitionAnimation.EndValue | End Value | No | No | The ending value for the animation. |
PageTransitionAnimation.PropertyType | Transition Property | No | No | Defines which property to animate. |
PageTransitionAnimation.StartValue | Start Value | No | No | The starting value for the animation. |
PanManipulator.PanDelta | PanManipulator.PanDelta | No | No | |
PinchManipulator.PinchRotation | PinchManipulator.PinchRotation | No | No | |
PinchManipulator.PinchScale | PinchManipulator.PinchScale | No | No | |
PipelineStateRenderPass.BlendMode | Blend Mode | No | Yes | Overrides the blend mode set in each node that this render pass renders. |
PipelineStateRenderPass.ColorWriteMode | Color Write Mode | No | Yes | Sets which channels the render pass writes to the color buffer. To disable the color write, set the property to None. |
PipelineStateRenderPass.CullMode | Cull Mode | No | Yes | Sets the culling of the triangle faces in the rendered meshes. Set to:
- Back to render the triangles whose normal points towards a Camera node - Front to render the triangles whose normal points away from a Camera node |
PipelineStateRenderPass.DepthTestFunction | Depth Test Function | No | Yes | Controls whether the depth test discards a fragment. |
PipelineStateRenderPass.DepthWriteEnabled | Depth Write Enabled | No | Yes | Sets whether the render pass writes to the depth buffer. |
PipelineStateRenderPass.Scissor | Scissor Area | No | Yes | Sets the scissor test within the current rendering Viewport node.
You can define the scissor in either relative or absolute coordinates, the default is relative. Use the Scissor Mode property to set the coordinate type. |
PipelineStateRenderPass.ScissorMode | Scissor Mode | No | Yes | Sets the scissor test coordinate mode. |
PipelineStateRenderPass.StencilFailOperation | Stencil Fail Operation | No | Yes | Sets the operation that the render pass performs when the stencil test fails. |
PipelineStateRenderPass.StencilMask | Stencil Function Mask | No | Yes | Sets a mask on which the AND operation is executed with both the reference value and the stored stencil value when the test is done. |
PipelineStateRenderPass.StencilPassDepthFailOperation | Stencil Pass Depth Fail Operation | No | Yes | Sets the operation that the render pass performs when the stencil test passes, but the depth test fails. |
PipelineStateRenderPass.StencilPassDepthPassOperation | Stencil Pass Depth Pass Operation | No | Yes | Sets the operation that the render pass performs when both, the stencil and the depth test, pass. |
PipelineStateRenderPass.StencilReferenceValue | Stencil Function Reference Value | No | Yes | Sets the reference value for the stencil test. |
PipelineStateRenderPass.StencilTestFunction | Stencil Test Function | No | Yes | Controls whether the stencil test discards a fragment. |
PipelineStateRenderPass.StencilWriteEnabled | Stencil Write Enabled | No | Yes | Sets whether to enable writing to the stencil buffer. |
PipelineStateRenderPass.Viewport | Viewport Area | No | Yes | Modifies the current rendering Viewport node.
You can define the Viewport in either relative or absolute coordinates, the default is relative. Use the Viewport Mode property to set the coordinate type. |
PipelineStateRenderPass.ViewportMode | Viewport Mode | No | Yes | Sets the coordinate type for the Viewport node. |
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. |
PrefabViewConcept.AsynchronousLoadCompletedMessageArguments.PrefabTemplate | Prefab Template | No | No | |
PrefabViewConcept.LoadAsynchronouslyMessageArguments.PrefabTemplate | Prefab Template | No | No | |
PrefabViewConcept.Prefab | Prefab Template | No | Yes | Node to use on this prefab view. |
PreviewWindowBackgroundColor | Preview Background Color | No | No | The color of the area in the preview window that is not covered by screen. |
ProgressiveRenderingViewport2D.Animation | Timeline | No | Yes | The animation timeline to play in Progressive Rendering Viewport 2D |
ProjectResourceDefaultCrossProjectVisibility | Resource Visibility Across Projects | No | Yes | Sets whether the resources of this project are available to referencing projects: - Private makes the resources available only to this project. This is the default value. - Public makes the resources available in the dropdown menus of referencing projects. To override this setting for an individual resource, add and set the Visibility Across Projects property for that resource. |
PropertyDrivenAnimationPlayer.Enabled | Enabled | No | No | Specifies whether animation timeline is applied. |
PropertyDrivenAnimationPlayer.RelativePlayback | Relative Playback | No | No | Specifies whether animations are applied in relative manner by adding animated value to target property value instead of replacing the property value. |
PropertyDrivenAnimationPlayer.Timeline | Target Animation Timeline | No | No | The target animation timeline for property driven animation. |
PropertyDrivenAnimationPlayer.TimePropertyTypeProperty | Time Controller Property Type | No | No | The type of property on the node whose value is taken by the player as input time for timeline playback. |
PropertyTargetInterpolator.Acceleration | Acceleration | No | No | Acceleration coefficient of property interpolation. Larger acceleration leads to faster reaching new property value. |
PropertyTargetInterpolator.Drag | Drag | No | No | Drag coefficient of property interpolation. Larger drag lowers maximum speed of interpolation. |
PropertyTargetInterpolator.InterpolatedPropertyField | Interpolated Field | No | No | The field of a property on a node which is interpolated from its previous value to new one. |
PropertyTargetInterpolator.InterpolatedPropertyType | Interpolated Property Type | No | No | The property type of a property on a node which is interpolated from its previous value to new one. |
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. |
RenderToMipmapLevels | Render to Mipmap Levels | No | No | Require support for rendering to mipmap levels |
ResourceCrossProjectVisibility | Visibility Across Projects | No | Yes | Sets whether this resource is available to referencing projects: - Project setting uses the value of the Resource Visibility Across Projects property of the project. - Private makes the resource available only to this project. - Public makes the resource available in the dropdown menus of referencing projects. |
ResourceDictionarySelector.SelectedDictionary | Selected Theme | No | No | The currently selected theme in the theme group. In Kanzi Studio you can change the current theme with the ActivateTheme action. |
ResourceExportTag | Resource Export Tag | No | Yes | |
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.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. |
Scene.RenderPass | Render Pass | No | Yes | Specifies the render pass to be used in the scene. Defaults to default render pass that renders the scene using a single render pass hierarchy. |
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 | Yes | Containes the name of the host the node originates from. |
ScrollViewConcept.AllowedScrollAxis | Allowed Scroll Axis | No | Yes | Sets the axis on which you want to allow this Scroll View node to scroll. |
ScrollViewConcept.DraggingAccelerationCoefficient | Dragging Acceleration | No | Yes | Sets the acceleration of the node controlled by a Scroll View node while you drag that Scroll View node. Use low values when you want that node to slowly reach the final position. Use high values when you want that node to quickly reach the final position. |
ScrollViewConcept.DraggingDragCoefficient | Dragging Drag | No | Yes | Sets the amount that drag affects the movement of the node controlled by a Scroll View node while you drag that Scroll View node. The lower the value the higher the drag and the faster the sliding of that node stops. |
ScrollViewConcept.DraggingImpulseFactor | Dragging Impulse | No | Yes | Sets the amount of impulse generated from the pointing device movement when dragging a Scroll View node. |
ScrollViewConcept.LoopingXEnabled | Looping X Enabled | No | Yes | Sets the node controlled by a Scroll View node to start scrolling from the beginning when the scroll reaches the scroll bounds on the x axis. When the scroll value reaches the maximum value of the bound, the value changes to the minimum value and the other way around. Use the Scroll Bounds Minimum and Scroll Bounds Maximum properties to set the scroll bounds. |
ScrollViewConcept.LoopingYEnabled | Looping Y Enabled | No | Yes | Sets the node controlled by a Scroll View node to start scrolling from the beginning when the scroll reaches the scroll bounds on the y axis. When the scroll value reaches the maximum value of the bound, the value changes to the minimum value and the other way around. Use the Scroll Bounds Minimum and Scroll Bounds Maximum properties to set the scroll bounds. |
ScrollViewConcept.MaximumNumberOfTouches | Maximum Number of Touches | No | Yes | Sets the maximum number of touch points allowed for a Scroll View pan. |
ScrollViewConcept.MinimumNumberOfTouches | Minimum Number of Touches | No | Yes | Sets the required number of touch points pressed for a Scroll View node pan to start. Scroll View nodes with minimum number of touches greater than one precede the children in touch processing. |
ScrollViewConcept.RecognitionThreshold | Recognition Threshold | No | Yes | Sets the amount a pointing device must move for the scrolling to start on a Scroll View node. |
ScrollViewConcept.ScrollAxis | Scroll Axis | No | Yes | Sets the direction of the primary axis of a Scroll View node. |
ScrollViewConcept.ScrollBoundsMaximum | Scroll Bounds Maximum | No | Yes | Sets the coordinates of the bottom-right corner of the scroll bounds rectangle. Scroll bounds define where the scrolling begins and ends. |
ScrollViewConcept.ScrollBoundsMinimum | Scroll Bounds Minimum | No | Yes | Sets the coordinates of the top-left corner of the scroll bounds rectangle. Scroll bounds define where the scrolling begins and ends. |
ScrollViewConcept.Scrolling | Scrolling | No | Yes | Whether a Scroll View node is 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 | Sets the amount the position changes relative to the movement of the pointer that starts the swiping. The higher the value the more the position of the node controlled by a Scroll View node changes. Negative values move that node in the opposite direction. |
ScrollViewConcept.SlidingAccelerationCoefficient | Sliding Acceleration | No | Yes | Sets the acceleration of the node controlled by a Scroll View node after you release the pointer with which you swipe. Use low values when you want that node to slowly reach the final position. Use high values when you want that node to quickly reach the final position. |
ScrollViewConcept.SlidingDragCoefficient | Sliding Drag | No | Yes | Sets the amount that drag affects the movement of the node controlled by a Scroll View node after you release the pointer with which you swipe. The lower the value the higher the drag and the faster the sliding of the object controlled by the Scroll View node stops. |
ScrollViewConcept.StepMultiplier | Step Multiplier | No | Yes | Sets the smallest distance that a Scroll View scrolls. |
ScrollViewConcept.SwipeDistance | Swipe Distance | No | Yes | Sets the distance that a swipe sends the scroll value, relative to the pointing device speed. |
ScrollViewConcept.Zoom | Zoom | No | Yes | Sets the current zoom level. |
ScrollViewConcept.ZoomAffectsScrolling | Zoom Affects Scrolling | No | Yes | Controls whether the scroll position is scaled, according to the zoom level. |
ScrollViewConcept.ZoomEnabled | Zoom Enabled | No | Yes | Sets whether to install a pinch manipulator that generates zoom messages. |
ScrollViewConcept.ZoomMaximum | Maximum Zoom | No | Yes | Sets the maximum zoom level. |
ScrollViewConcept.ZoomMinimum | Minimum Zoom | No | Yes | Sets the minimum zoom level. |
SetFocusAction.TargetItem | Target Item | No | Yes | Target item to be focused |
SliderConcept.MaxDistanceFromCurve | Maximum Distance From Curve | No | Yes | The distance from the curve where hit testing succeeds. |
SpecularColor | Specular Color | No | Yes | The color of the specular reflection |
SpecularExponent | Specular Exponent | No | 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. |
SpotLightInnerAngle | Inner Angle | No | Yes | The inner angle of the light cone in degrees. |
StackLayoutConcept.Direction | Direction | No | Yes | Defines the axis along which the stack layout arranges its items. |
StackLayoutConcept.Reversed | Reversed | No | 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. |
Tags | Tags | No | Yes | List of tags attached to the item |
TextBlock3D.Baseline | Baseline | No | Yes | Font baseline in 3D space units. |
TextBlock3D.TwoPassRendering | Two Pass Rendering | No | 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 | No | Yes | Sets the character spacing in device-independent pixels. |
TextBlockConcept.ConstrainContentHeight | Constrain Content Height | No | Yes | Whether to cut out the last lines that do not fit within the boundaries of the text block. |
TextBlockConcept.FixedCharacterWidth | Fixed Character Width | No | Yes | When set, overrides the font advance widths to make each character take a fixed amount of space specified in device-independent pixels. |
TextBlockConcept.FontColor | Font Color | No | Yes | Sets the color of the text. |
TextBlockConcept.FontMaterial | Font Material | No | Yes | Sets the material whose shader is used to render the text. The shader must use the ContentTexture uniform which is automatically filled with glyph data. |
TextBlockConcept.FontSize | Font Size | No | Yes | Sets the size of the font in device-independent pixels. |
TextBlockConcept.HorizontalPadding | Horizontal Padding | No | Yes | Sets the padding spaces between the content and the left and right boundaries of the text block. |
TextBlockConcept.LineSpacing | Line Spacing | No | Yes | Sets the line spacing in multiples of the normal line height of the selected font. |
TextBlockConcept.Overflow | Overflow | No | Yes | Sets the characters that represent the clipped text when the text string to be rendered is too long to fit in the node. |
TextBlockConcept.RemoveSideBearingsProperty | Remove Side Bearings | No | Yes | Whether to position the leftmost characters of left-aligned text and rightmost characters of right-aligned text exactly within the boundary of the text block. |
TextBlockConcept.Text | Text | No | Yes | Sets the text content that the text block renders.
To create a line break press Shift+Enter. |
TextBlockConcept.TextHorizontalAlignment | Text Horizontal Alignment | No | Yes | Sets the horizontal alignment of the text. |
TextBlockConcept.TextVerticalAlignment | Text Vertical Alignment | No | Yes | Sets the vertical alignment of the text. |
TextBlockConcept.VerticalPadding | Vertical Padding | No | Yes | Sets the padding spaces between the content and the top and bottom boundaries of the text block. |
TextBlockConcept.WordWrap | Word Wrap | No | Yes | Whether to break long text lines to multiple lines to make the text fit within the boundaries of the text block. |
Texture | Texture | No | Yes | The texture of the material |
TextureBrush.RenderTexture | Brush Texture | No | Yes | Texture for brush. |
TextureOffset | Texture Offset | No | Yes | Sets an offset for texture in materials |
TextureTiling | Texture Tiling | No | Yes | Determines how many times texture is presented in material |
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 | No | 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 | No | 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 | No | Yes | Scale the trajectory to match layout size. |
TrajectoryLayoutConcept.Trajectory | Trajectory | No | Yes | The trajectory to use in a trajectory layout. |
TrajectoryListBox.AllowedScrollAxis | Allowed Scroll Axis | No | Yes | Sets the axis on which you want to allow this List Box node to scroll. |
TrajectoryListBox.Looping | Looping | No | Yes | Is list box looping |
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 in trajectory list box. |
TrajectoryListBoxDraggingDragCoefficient | Dragging Drag | No | Yes | How much drag affects scrolling when dragging in trajectory list box. |
TrajectoryListBoxDraggingImpulseFactor | Dragging Impulse | No | Yes | How much impulse is generated from pointing device movement when dragging in trajectory list box. |
TrajectoryListBoxMaximumNumberOfTouches | Maximum Number of Touches | No | Yes | Maximum number of touch points allowed for the scroll view pan in trajectory list box. |
TrajectoryListBoxMinimumNumberOfTouches | Minimum Number of Touches | No | Yes | Required number of touch points pressed for the scroll view pan to start in trajectory list box. Scroll view with minimum number of touches greater than one will preceed the inner scroll views in touch processing. |
TrajectoryListBoxRecognitionThreshold | Recognition Threshold | No | Yes | How much the pointing device has to move for scrolling to start in trajectory list box. |
TrajectoryListBoxScrollAxis | Scroll Axis | No | Yes | Direction of Scroll View's primary axis in trajectory list box |
TrajectoryListBoxSensitivity | Scroll Sensitivity | No | Yes | How much the scroll value changes relative to pointing device movement on the scroll view plane in trajectory list box. |
TrajectoryListBoxSlidingAccelerationCoefficient | Sliding Acceleration | No | Yes | How fast scrolling accelerates when sliding in trajectory list box. |
TrajectoryListBoxSlidingDragCoefficient | Sliding Drag | No | Yes | How much drag affects scrolling when sliding in trajectory list box. |
TrajectoryListBoxSwipeDistance | Swipe Distance | No | Yes | How far a swipe sends the scroll value in trajectory list box, relative to pointing device speed. |
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.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. |
Viewport2D.RenderPass | Render Pass | No | Yes | Sets which render pass to use in scenes rendered by the selected Viewport 2D. If not set, Kanzi uses the render pass used by the scene. |
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. |