Point Light

Point Light properties

Name

Description

Inherited

Exported to Kanzi Engine

Light Type

A reference to a light property type that defines the type of the light.

No

No

Tags

List of tags attached to the item

No

No

Imported from

The source, the project reference or the 3D asset source file from where the item was imported into this project

No

No

Import Source ID

No

No

Original Name

The name of the item in the import source

No

No

Effective Data Context

The data context in the current node that is resolved from data context properties and bindings

No

No

Effective Activity Source

The data source for this Activity node.

No

No

Name

Name of the project item

No

No

Created

The time when the project item was created

No

No

Light Enabled

Whether the light is switched on or off. Only lights that are switched on affect rendering.

No

Yes

Point Light Color

Sets the color of the Point Light.

No

Yes

Point Light Radius

Sets the distance at which the intensity of the Point Light reaches zero. For infinite distance, set the property value to 0.

No

Yes

Position

A hidden property that identifies point light position and related metata.

No

Yes

Point Light Attenuation

Sets the effect that this Point Light has on nodes that are farther away. Distance of light from the lighted surface is input in a quadratic function, the 3 components are the constant, linear and quadratic coefficients for the distance variable.

No

Yes

Point Light available properties

Name

Description

Inherited

Exported to Kanzi Engine

Disable KZB Export

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.

No

No

Brush Color

Color for brush. Set alpha to 0 to disable brush.

No

Yes

Brush Texture

Texture for brush.

No

Yes

Layout Transformation

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.

No

Yes

Layout Depth

The size of the node in depth direction when used in a layout. Overrides the default bounds of the item.

No

Yes

Code Behind Source

Sets the metaclass name of the code behind class for this Activity node.

No

Yes

Hit Testable Container

When enabled, Kanzi uses the layout bounds as geometry for hit testing.

No

Yes

Layout Height

The height of the node when used in a layout. Overrides the default bounds of the item.

No

Yes

Layout Width

The width of the node when used in a layout. Overrides the default bounds of the item.

No

Yes

Cutoff

Sets the angle of the light cone in degrees.

No

Yes

Directional Light Color

Sets the color of the Directional Light.

No

Yes

Exponent

Defines how fast a fully lit area at the center of the light cone turns into an unlit area.

No

Yes

Inner Angle

Sets the inner angle of the light cone in degrees.

No

Yes

Light Type Name

The property type name of the light.

No

Yes

Spot Light Attenuation

Sets the effect that this Spot Light has on nodes that are farther away. Distance of light from the lighted surface is input in a quadratic function, the 3 components are the constant, linear and quadratic coefficients for the distance variable.

No

Yes

Spot Light Color

Sets the color of the Spot Light.

No

Yes

Spot Light Radius

Sets the distance at which the intensity of the Spot Light reaches zero. For infinite distance, set the property value to 0.

No

Yes

Global Ambient Color

The color that is multiplied automatically with the "Ambient" property of the materials in the scene.

No

Yes

Glyph Texture

The automatic texture of the glyph cache.

No

Yes

Font Color

Sets the color of the text.

No

Yes

Texture 1

Sets the second texture you want the Blit Render Pass to blit.

No

Yes

Texture 2

Sets the third texture you want the Blit Render Pass to blit.

No

Yes

Texture 3

Sets the fourth texture you want the Blit Render Pass to blit.

No

Yes

Texture 0

Sets the first texture you want the Blit Render Pass to blit.

No

Yes

Blend Intensity

Controls the intensity of materials that are blended on top of an existing color. Attached property enables overriding of the blend intensity of the used materials at render pass or object node level.

No

Yes

Alpha Cutoff

Sets the cutoff threshold for alpha cutting. If the alpha value is less than the value of this property, Kanzi discards the fragment. The default value is 0.5.

No

Yes

Ambient Color

The color of the material when lights are not present.

No

Yes

Base Color Factor

Sets the base color for the material.

No

Yes

Base Color Texture

Sets the texture that contains the base color for the material. Use the Base Color Factor property to filter the value from this texture.

No

Yes

BRDF Lookup Table

Gets the Bidirectional Reflectance Distribution Function (BRDF) lookup table for the material. The BRDF table is a texture that contains precomputed information about how light reflects off a material. You can use it to improve rendering quality.

No

Yes

Clear Coat Normal Scale

Sets the clear coat normal scale for the material. Use the scale to set the intensity of the Clear Coat Normal Texture.

No

Yes

Clear Coat Normal Texture

Sets the texture that contains a clear coat normal map for the material. Use the Clear Coat Normal Scale property to scale the texture value.

No

Yes

Clear Coat Roughness Factor

Sets the roughness of the outer clear coat layer for the material: 0 represents a smooth, glossy surface, and 1 represents a rough, diffuse surface.

No

Yes

Clear Coat Roughness Texture

Sets the texture that contains a clear coat roughness map for the material. Kanzi reads the roughness from the Green channel of the texture. Use the Clear Coat Roughness Factor property to scale the roughness from this texture.

No

Yes

Clear Coat Strength Factor

Sets the clear coat strength for the material: 0 represents a material with no clear coat, and 1 represents a full strength clear coat.

No

Yes

Clear Coat Strength Texture

Sets the texture that contains a clear coat strength map for the material. Kanzi reads the strength from the Red channel of the texture. Use the Clear Coat Strength Factor property to scale the strength from this texture.

No

Yes

Detail Base Color Factor

Sets the detail base color for the material. The detail base color is alpha blended with the standard base color.

No

Yes

Detail Base Color Texture

Sets the detail texture that contains the base color for the material. Use the Detail Base Color Factor property to filter the value from this texture. The detail base color is alpha blended with the standard base color. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture.

No

Yes

Detail Clear Coat Normal Scale

Sets the detail clear coat normal scale for the material. Use the scale to set the intensity of the Detail Clear Coat Normal Texture.

No

Yes

Detail Clear Coat Normal Texture

Sets the detail texture that contains a clear coat normal map for the material. Use the Detail Clear Coat Normal Scale property to scale the texture value.

No

Yes

Detail Clear Coat Roughness Texture

Sets the detail texture that contains a clear coat roughness map for the material. Use the Clear Coat Roughness Factor and Clear Coat Roughness Texture properties to scale the roughness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture.

No

Yes

Detail Clear Coat Strength Texture

Sets the detail texture that contains a clear coat strength map for the material. Kanzi reads the strength from the Red channel of the texture. Use the Clear Coat Strength Factor and Clear Coat Strength Texture properties to scale the strength from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture.

No

Yes

Detail Diffuse Color Factor

Sets the detail diffuse color for the material. Kanzi alpha blends the detail diffuse color with the standard diffuse color.

No

Yes

Detail Diffuse Color Texture

Sets the detail texture that contains the diffuse color for the material. Use the Detail Diffuse Color Factor property to filter the value from this texture. Kanzi alpha blends the detail diffuse color with the standard diffuse color. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture.

No

Yes

Detail Emissive Factor

Sets the color of the light that is emitted from a detail texture for the material. This color affects the local material rendering, but the light is not cast to other objects. The detail emissive light is alpha blended with the standard emissive light. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture.

No

Yes

Detail Emissive Texture

Sets the detail texture that contains the light emitted from the material. Use the Detail Emissive Factor property to scale the value from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture.

No

Yes

Detail Glossiness Texture

Sets the detail texture that contains a glossiness map for the material. Kanzi reads the glossiness from the Alpha channel of this texture. Use the Glossiness Factor and Glossiness Texture properties to scale the glossiness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture.

No

Yes

Detail Metallic Texture

Sets the detail texture that contains a metallic map for the material. Kanzi reads the metalness from the Blue channel of this texture. Use the Metallic Factor and Metallic Texture properties to scale the metalness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture.

No

Yes

Detail Normal Scale

Sets the detail normal scale for the material. Use the scale to set the intensity of the Detail Normal Texture.

No

Yes

Detail Normal Texture

Sets the detail texture that contains a normal map for the material. Use the Detail Normal Scale property to scale the texture value.

No

Yes

Detail Occlusion Strength

Sets the detail occlusion strength for the material. Use the strength to set the intensity of the Detail Occlusion Texture.

No

Yes

Detail Occlusion Texture

Sets the detail texture that contains an occlusion map for the material. Kanzi reads the occlusion from the Red channel of this texture. Use the Detail Occlusion Strength property to scale the occlusion from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture.

No

Yes

Detail Roughness Texture

Sets the detail texture that contains a roughness map for the material. Kanzi reads the roughness from the Green channel of the texture. Use the Roughness Factor and Roughness Texture properties to scale the roughness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture.

No

Yes

Detail Specular Color Factor

Sets the detail specular color for the material. Kanzi alpha blends the detail specular color with the standard specular color.

No

Yes

Detail Specular Color Texture

Sets the detail texture that contains the specular color for the material. Use the Detail Specular Color Factor property to filter the value from this texture. Kanzi alpha blends the detail specular color with the standard specular color. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture.

No

Yes

Detail Texture Offset

Sets the detail texture offset for the material. Kanzi adds this value to the UVs to produce a second set of detail UVs to use for all detail texture properties.

No

Yes

Detail Texture Tiling

Sets the detail texture tiling factor for the material. Kanzi multiplies this value by the UVs to produce a second set of detail UVs to use for all detail texture properties.

No

Yes

Diffuse Color

The color of the material when it is lit by a light.

No

Yes

Diffuse Color Factor

Sets the diffuse color for the material.

No

Yes

Diffuse Color Texture

Sets the texture that contains the diffuse color for the material. Use the Diffuse Color Factor property to filter the value from this texture.

No

Yes

Emissive Color

The color of the light that is emitted from the material surface.

No

Yes

Emissive Factor

Sets the color of the light that is emitted from the material. This color affects the local material rendering, but the light is not cast to other objects.

No

Yes

Emissive Texture

Sets the texture that contains the light emitted from the material. Use the Emissive Factor property to scale the value from this texture.

No

Yes

Environment Ambient Factor

Sets the strength of the cubemap texture to use for ambient environment light. Use the Environment Ambient Texture property to set the cubemap texture. The ambient environment light affects diffuse lighting in image based lighting.

No

Yes

Environment Ambient Texture

Sets the cubemap to use for the ambient environment light for the material. This cubemap affects the diffuse lighting during image based lighting. Use the Environment Ambient Factor property to set the strength of the cubemap texture.

No

Yes

Environment Reflection Factor

Sets the strength of the cubemap texture to use for specular environment light. Use the Environment Reflection Texture property to set the cubemap texture. The specular environment light affects reflective lighting in image based lighting.

No

Yes

Environment Reflection Texture

Sets the cubemap to use for the specular environment light for the material. This cubemap affects reflective lighting during image based lighting. Use the Environment Reflection Factor property to set the strength of the cubemap texture.

No

Yes

Exposure

Sets the exposure compensation for the material. The exposure compensation emulates camera exposure by controlling the total amount of light rendered. Use a negative value to darken the rendered image, and a positive value to lighten the image. Exposure is exponential: 1.0 is twice as bright as 0.0, and -1.0 is half as bright as 0.0.

No

Yes

Glossiness Factor

Sets the glossiness of the material: 0 represents a rough, diffuse surface, and 1 represents a smooth, glossy surface.

No

Yes

Glossiness Texture

Sets the texture that contains a glossiness map for the material. Kanzi reads the glossiness from the Alpha channel of this texture. Use the Glossiness Factor property to scale the glossiness from this texture.

No

Yes

Mask Texture

The texture for masking other texture or color.

No

Yes

Mask Texture Offset

Sets an offset for mask in materials.

No

Yes

Mask Texture Tiling

Determines the number of times a mask is presented in a material

No

Yes

Metallic Factor

Sets the metalness of the material: 0 represents a non-metallic or dielectric object, and 1 represents a metallic object.

No

Yes

Metallic Texture

Sets the texture that contains a metallic map for the material. Kanzi reads the metalness from the Blue channel of this texture. Use the Metallic Factor property to scale the value from this texture.

No

Yes

Normal Scale

Sets the normal scale for the material. Use the scale to set the intensity of the Normal Texture.

No

Yes

Normal Texture

Sets the texture that contains a normal map for the material. Use the Normal Scale property to scale the texture value.

No

Yes

Occlusion Strength

Sets the occlusion strength for the material. Use the strength to set the intensity of the Occlusion Texture.

No

Yes

Occlusion Texture

Sets the texture that contains an occlusion map for the material. Use the Occlusion Strength property to scale the occlusion from the texture.

No

Yes

Roughness Factor

Sets the roughness of the material: 0 represents a smooth, glossy surface, and 1 represents a rough, diffuse surface.

No

Yes

Roughness Texture

Sets the texture that contains a roughness map for the material. Kanzi reads the roughness from the Green channel of the texture. Use the Roughness Factor property to scale the roughness from this texture.

No

Yes

Specular Anti-Aliasing Strength

Sets the strength of the specular anti-aliasing effect. Higher value results in blurrier specular highlights. For no specular anti-aliasing, set the value to 0. For full specular anti-aliasing, set the value to 1. The default value is 0.25.

No

Yes

Specular Anti-Aliasing Threshold

Sets the upper limit for the amount of specular anti-aliasing effect to apply. The default value is 0.18.

No

Yes

Specular Color

The color of the specular reflection.

No

Yes

Specular Color Factor

Sets the specular color for the material.

No

Yes

Specular Color Texture

Sets the texture that contains the specular color for the material. Use the Specular Color Factor property to filter the value from this texture.

No

Yes

Specular Exponent

Determines the size of the specular highlight.

No

Yes

Texture

The texture of the material.

No

Yes

Texture Offset

Sets an offset for texture in materials.

No

Yes

Texture Tiling

Determines the number of times a texture is presented in a material.

No

Yes

Tone Map Linear Scale

Sets the scale for the linear tonemap option for the material. When linear tonemapping is used, Kanzi divides all output color by the value of this property.

No

Yes

Data Context

Source of data for this node and its descendants

No

Yes

Focused

Indicates whether the node has focus.

No

Yes

Actual Layout Height

The calculated height of the node when used in a layout.

No

Yes

Actual Layout Width

The calculated width of the node when used in a layout.

No

Yes

Horizontal Margin

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

No

Yes

Vertical Margin

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

No

Yes

Bottom Image

The image to use in middle of the bottom row.

No

Yes

Bottom-Left Image

Image to use in the bottom-left corner.

No

Yes

Bottom-Right Image

The image to use in the bottom-right corner.

No

Yes

Center Image

The image to use in the center.

No

Yes

Left Image

The image to use in the center-left.

No

Yes

Right Image

The image to use in the center-right.

No

Yes

Top Image

The image to use in the middle of the top row.

No

Yes

Top-Left Image

The image to use in the top-left corner.

No

Yes

Top-Right Image

The image to use in the top-right corner.

No

Yes

Node.Path

Full path to the node.

No

Yes

Is Value Changing

Whether the value is currently changing.

No

Yes

Maximum Value

The maximum value that the range allows.

No

Yes

Minimum Value

The minimum value that the range allows.

No

Yes

Normalized Value

The current value normalized to range [0, 1].

No

Yes

Step Value

The minimum amount that the value of the range can change at a time.

No

Yes

Value

The current value.

No

Yes

State Manager

Sets the State Manager to the node.

No

Yes

Style

Sets a style to the node.

No

Yes

Maximum Distance From Curve

The distance from the curve where hit testing succeeds.

No

Yes

Baseline

Font baseline in 3D space units.

No

Yes

Two Pass Rendering

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.

No

Yes

Horizontal Padding

Sets the padding spaces between the content and the left and right boundaries of the Text node.

No

Yes

Vertical Padding

Sets the padding spaces between the content and the top and bottom boundaries of the Text node.

No

Yes

Snap Character To Pixel

Sets whether Kanzi positions characters in 2D rendering to the nearest pixel: - When enabled, text sharpness improves, but some characters can shift a fraction of a pixel. - When disabled, certain combinations of screen resolution, use of anti-aliasing, and font size can cause the text to appear blurry. In that case, you can improve the appearance of the text with the Fractional Character Width and Character Spacing properties.

No

Yes

Activity Status

Defines the possible states of the Activity node when its Activity Host node activates or deactivates that Activity node.

No

Yes

Active Index

Index of the active Activity. To deactivate all Activity nodes, set to -1.

No

Yes

Activity Source

The data object that provides the data for this Activity node.

No

Yes

Activity Template

If set, the Data-Driven Exclusive Activity Host uses this prefab for Activity nodes that it creates.

No

Yes

Font Material

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.

No

Yes

Selected Item Index

Index of the item that is currently selected in a List Box node. A List Box node updates this property when the user scrolls that List Box node. By setting the value of this property to the index of the item that you want to select in a List Box, you can select that item.

No

Yes

Bring Activated To Front

No

Yes

Word Wrap

Sets whether to break long lines into multiple lines to make the text fit within the boundaries of the Text Block node.

No

Yes

Controller Property

Sets the property type that the Exclusive Activity Host node uses to switch between its child Activity nodes.

No

Yes

Data Source Controller Property Path

Sets the path in the Data Source object of an Exclusive Activity Host node to a Data Object item that the Exclusive Activity Host node uses as the Controller Property.

No

Yes

Character Spacing

Sets the character spacing in pixels.

No

Yes

Fixed Character Width

When set, overrides the font advance widths to make each character take a fixed amount of space specified in pixels.

No

Yes

Font Family

The font family used to render the text.

No

Yes

Font Hinting Preference

Sets the hinting preference of the font. - No hinting: Render text without hinting the outlines of glyphs. - Native hinting: Prefer native hinter of the font over the auto-hinter of the rasterizer. - Auto hinting: Prefer auto-hinter of the rasterizer over the native hinter of the font.

No

Yes

Font Size

Sets the size of the font in pixels.

No

Yes

Font Style

Sets the style of the FontStyleConcept.

No

Yes

Font Weight

Sets the weight of the FontStyleConcept.

No

Yes

Fractional Character Width

Sets whether Kanzi uses fractional or rounded character widths to lay out text. In most cases fractional widths provide the best result. However, with small font sizes, fractional widths can cause the characters to run together or have too much space, making it difficult to read. - When enabled, Kanzi uses fractional character widths, which means that the spacing between characters varies and can be a fraction of a pixel. - When disabled, Kanzi uses character widths rounded to the nearest pixel. Disable fractional widths when you want to fix character spacing in whole-pixel increments and prevent characters in small font sizes from running together.

No

Yes

Line Spacing

Sets the line spacing in multiples of the normal line height of the selected FontStyleConcept.

No

Yes

Overflow

Sets the characters that represent the truncated text when the text string to be rendered is too long to fit in the node. The default value is "...".

No

Yes

Remove Side Bearings

Whether to position the leftmost characters of left-aligned text and rightmost characters of right-aligned text exactly within the boundary of the text node.

No

Yes

Text

Sets the text content that the text node renders. To create a line break press Shift+Enter.

No

Yes

Text Horizontal Alignment

Sets the horizontal alignment of the text.

No

Yes

Text Vertical Alignment

Sets the vertical alignment of the text.

No

Yes

Opacity

Opacity of the node.

No

Yes

Brush Modulate Color

Modulation color for brush. Effects brush rendering that needs color modulation.

No

Yes

Brush Horizontal Tiling

Horizontal Tiling for the brush. Affects the scale of texture coordinates.

No

Yes

Brush Vertical Tiling

Vertical Tiling for the brush. Affects the scale of texture coordinates.

No

Yes

Custom Asset Thumbnail

When enabled, the asset will have selected image as thumbnail instead of the generated one.

No

No

Export in Asset Package

When enabled, this item is exported into asset package if this project is saved as one.

No

No

Horizontal Alignment

The alignment in horizontal direction the node should use when it resides under a layout.

No

Yes

Vertical Alignment

The alignment in vertical direction the node should use when it resides under a layout.

No

Yes

Command

The command executed by a UI control

No

Yes

Item Index

Reports the index of the item in the List Box Item Container.

No

Yes

Selected

Indicates whether the List Box item held by this List Box Item Container is selected. The List Box sets the value of this property.

No

Yes

Hover

Indicates whether a node is the foremost hit testable node under the cursor.

No

Yes

Constraint In World Coordinates

Specifies if the object constraining is done in world coordinates (when false, done in local coordinates).

No

Yes

Constraint Orientation

Makes an object node where the property is attached to obtain orientation from target object

No

Yes

Constraint Position

Makes an object node where the property is attached to obtain position from target object

No

Yes

Face to Camera

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.

No

Yes

Face to Camera Cylindrical

Sets the node to always turn to face the camera according to the cylinder on the y axis.

No

Yes

Face to Camera is Billboarding

Sets the node to rotate with the rotation of the preview camera.

No

Yes

Face To Camera Target Camera

The target camera specified for the Face to Camera. When NULL, the property uses the Scene default camera.

No

Yes

Look At

Makes a node to always face the node set in this property.

No

Yes

Actual Layout Depth

The calculated size of the node in depth direction when used in a layout.

No

Yes

Depth Alignment

The alignment in depth direction the node should use when it resides under a layout.

No

Yes

Depth Margin

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

No

Yes

Minimum Area

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].

No

Yes

Minimum Distance

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].

No

Yes

Drawn as Bounding Box

When enabled the object is drawn its solid bounding box.

No

Yes

Frustum Cull Margin

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.

No

Yes

Final Transformation

The combined location, orientation and scale of the node and its ancestor nodes. Automatically calculated by the system.

No

Yes

Render Transformation

The location, orientation, and scale of the node relative to its parent node. Render transformation does not affect the layout of the node.

No

Yes

2D to 3D Projection Scale

Sets the scale factor to project pixels to 3D size. When scale is 1, then the size of one pixel is one 3D space unit.

No

Yes

Calculated Offset

Current relative offset of object in a grid list box, in proportional range [0, 1].

No

Yes

Visible Amount in Parent

Sets the amount the node is inside its parent. Use the value of this property in shaders to implement fades. Calculated by the parent node.

No

Yes

Calculated Offset

Current offset of item caluclated by the trajectory layout in proportional range [0, 1] (read-only).

No

Yes

Index In Group

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.

No

Yes

Side

The docking side of an item in the dock layout.

No

Yes

Focus Order

Sets the focus chain order of the node within the focus scope.

No

Yes

Cyclic Focus Navigation

Sets whether the focus chain navigation within the focus scope is cyclic. When you enable this property: - When the user navigates in the forward direction and the focus reaches the last focusable UI element of the focus scope, the focus navigation moves to the first focusable UI element. - When the user navigates in the backward direction and the focus reaches the first focusable UI element of the focus scope, the focus navigation moves to the last focusable UI element.

No

Yes

Focus Scope Type

Sets the type of the focus scope node: - Group groups focusable nodes. - Fence keeps the focus chain navigation inside the scope and does not allow the focus chain navigation to enter or leave that scope. - Modal blocks the key and touch input that originates outside of its boundaries and keeps the focus navigation within the scope boundaries. - Popup loses focus when the user input originates from a node that is outside of a node tree of that scope.

No

Yes

Column

The column into which grid layout places the item.

No

Yes

Column Span

Defines the number of columns an item in a grid layout occupies.

No

Yes

Row

The row into which grid layout places the item.

No

Yes

Row Span

Defines the number of rows an item in a grid layout occupies.

No

Yes

Click Enabled

Whether to install a click manipulator that generates click messages.

No

Yes

Double-Click Enabled

Whether to install a multi-click manipulator that generates double-click messages.

No

Yes

Stretch

Scale the trajectory to match layout size.

No

Yes

Trajectory Override Offset

Current offset of item manually set, which is otherwise calculated by the trajectory layout.

No

Yes

Auto Press Interval

An interval in milliseconds after which a held down button sends a button click message. Set to 0 to disable.

No

Yes

Down On Hover

When enabled, holding a finger on a device screen and moving it over the button, the property transitions the button to the down state.

No

Yes

Hold Interval

Occurs when the button is in down state for the set amount of milliseconds. Set to 0 to disable.

No

Yes

Is Down

Whether the button is in down state.

No

Yes

Toggle State

The current toggle state of the toggle button.

No

Yes

Toggle State Count

The number of toggle states of the toggle button.

No

Yes

Blend Mode

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.

No

Yes

Hit Testable

When enabled, users can pick the node from the default Camera node of the active Scene node. For example, you must enable hit testing for Button nodes to work.

No

Yes

Focusable

Indicates whether the node can receive focus.

No

Yes

Clip Children

Sets whether to clip the child nodes of thos node. Kanzi clips the child nodes whose bounding box is completely outside of the bounding box of their parent node. Use this property with layout nodes. The child nodes can use only translation transformation.

No

Yes

Visible

When disabled, Kanzi does not render the node.

No

Yes

Current Button Index

The index of the currently toggled button.

No

Yes

Transition Phase

The phase of the transition. For example, use for pixel-based effects.

No

Yes

Description

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.

No

No