Property types reference

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 Hit Test Point No No
InputMessageArguments.HitTest.RayDirection Hit Test Ray Direction No No
InputMessageArguments.HitTest.RayOrigin Hit Test Ray Origin No No
InputMessageArguments.Manipulator.Point Manipulator Point No No
InputMessageArguments.Manipulator.RayDirection Manipulator Ray Direction No No
InputMessageArguments.Manipulator.RayOrigin Manipulator Ray Origin 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 Whether to navigate to the page instantly, without playing a 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 Whether to change the state instantly, without playing a transition animation.
MessageArgument. StateManager.LeftState State No No State Manager State Left
MessageArgument. StateManager.LoopStates Loop State No No Whether to go back to the first state after reaching the last state.
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 The state group that contains the state to which you want to transition.
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 Sets the depth distance between this node and other nodes that are adjacent to this node in a layout.
To set the Depth Margin property fields in a binding use:
- Vector_X to access the Back property field
- Vector_Y to access the Front property field
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 Sets the horizontal space between this node and other nodes that are adjacent to this node in a layout.
To set the Horizontal Margin property fields in a binding use:
- Vector_X to access the Left property field
- Vector_Y to access the Right property field
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 Sets the vertical space between this node and other nodes that are adjacent to this node in a layout.
To set the Vertical Margin property fields in a binding use:
- Vector_X to access the Bottom property field
- Vector_Y to access the Top property field
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 Pan Delta No No
PinchManipulator.PinchRotation Pinch Rotation No No
PinchManipulator.PinchScale Pinch Scale 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 The prefab whose resources finished loading asynchronously.
PrefabViewConcept.LoadAsynchronouslyMessageArguments.PrefabTemplate Prefab Template No No The prefab whose resources you want to load asynchronously.
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
ProgressiveRenderingViewport2D.MultisampleLevel Multisample Level No Yes Sets the multisampling level of the progressive rendering backbuffers. To disable multisampling, remove the property or set the property value to 1.
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.