All node and resource properties and messages

Here you can find all properties and messages for nodes and resources. See individual node an resource reference to find out whether a property or message is available for a specific node or resource type.

Properties

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

Activation State

The state of this Page node: false (inactive and invisible) or true (active and visible) (read-only).

No

Yes

Active Activity Index

The index of the active Activity in the Data-Driven Exclusive Activity Host. After instantiating all Activity from a Data Source, this property refers to the only currently active Activity in this Data-Driven Exclusive Activity Host. To deactivate all the Activities in this Data-Driven Exclusive Activity Host, set this property to -1.

No

Yes

Activity Source

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

No

Yes

Activity Status

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

No

Yes

Activity Template

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

No

Yes

Actual Layout Depth

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

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

Addressing Mode

Sets how Kanzi handles the texture coordinates of the automatically generated composition target textures outside of the [0, 0] - [1, 1] rectangle: - Repeat sets the texture to repeat outside of these coordinates. This is the default value. - Mirror sets the texture to repeat, but mirrors every other repetition. - Clamp confines the texture to these coordinates and outside of these texture coordinates repeats the edge texels of the texture. -Mirror once sets the texture to repeat once in the negative direction, and after that clamps the texture.

No

Yes

Align To Tangent

Whether to align the Trajectory List Box 3D items to match the tangent of the trajectory.

No

Yes

Align To Tangent

Whether to align the items in this Trajectory Layout to match the tangent of the trajectory. Vertical trajectories are not supported.

No

Yes

Allowed Scroll Axis

Sets the axis on which you want to allow this Scroll View node to scroll.

No

Yes

Allowed Scroll Axis

Sets the axis on which you want to allow this Trajectory List Box 3D node to scroll.

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

Angle

The angle of the circle’s starting point

No

No

Angle

Angle of the center point of the ellipse

No

No

Angle

Angle of the center point of the arc

No

No

Angle

The angle in which the trajectory opens

No

No

Animated Object

The target node for the animation, relative to where the sequence is invoked. To use an absolute path, set the scope from the sequence properties (Reference for Absolute paths).

No

No

Anisotropy

Anisotropy of texture.

No

No

Application Export Directory

Directory into which KZB Player version of the project is exported.

No

No

Arc Angle

The angle of the arc

No

No

Aspect Ratio

The aspect ratio of the camera.

No

Yes

Aspect Ratio

Determines the proportion of width and height. You cannot set both the Aspect Ratio and both, Width and Height.

No

Yes

ASTC Block Size

The block size in pixels when compressing the image. The less pixels in the block, the better the quality of the compressed image and the bigger the file size.

No

No

ASTC Compression Speed

The compression speed when compressing the image. Use faster compression for fast and good results and slower compression for better quality.

No

No

Asymmetric FOV

The field of view of the camera in degrees. Angles are in order left, right, up, and down. Angles to the right of the center and upwards of the center are positive.

No

Yes

ATC Compression Scheme

The compression scheme of ATC compression

No

No

Attributes

The vertex attributes the shader expects to find from the vertex buffer of the models that are associated with materials of this material type. For example, this includes the position, normal, and texture coordinates of the vertices. If the names of the attributes in models do not match the names of the attributes in the shader, you must manually map the names.

No

No

Auto Press Interval

Sets the time in milliseconds after which a button that the user keeps pressed down sends the Button: Click message. While the user holds the button down, the button keeps sending the Button: Click message at the time interval set by this property. To disable the behavior, set to 0.

No

Yes

Auto Size to Content

When the setting is on, clip is automatically resized to cover all the keyframes in the member animations when keyframes are added and removed

No

No

Back Length

Back length of the trapezoid trajectory

No

No

Background Brush

The background brush to paint the background of 2D nodes.

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

Baseline

Font baseline in 3D space units.

No

Yes

Binary Export Directory

Directory name for the KZB files

No

No

Binary File Name

Name for the binary (KZB) file. <projectname>.kzb by default

No

No

Bit Depth

The bit depth of the image on disk (Read-only)

No

No

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

Blend Mode

Overrides the blend mode set in each node that this render pass renders.

No

Yes

Blend Mode

Sets how to blend colors. Color Blending: - Additive adds the source pixels to the destination pixels. - Multiply multiplies the source and destination pixels. - Screen adds the source and destination pixels and subtracts from the result the product of the source and destination. - Alpha: Automatic uses premultiplied or non-premultiplied alpha depending on the value of the “Premultiply Alpha” property in the project or an image. - Alpha: Non-premultiplied is a legacy mode. For non-premultiplied input use the Alpha: Mixed mode. - Alpha: Premultiplied expects premultiplied alpha RGBA in the source pixels and blends the source pixels on top of the destination pixels. This is the default and recommended mode for alpha blending. - Alpha: Mixed expects non-premultiplied alpha RGBA in the source pixels, and blends the source pixels with the destination framebuffer. Alpha Compositing: - Opaque disables blending and replaces the destination pixels with the source pixels. - Clear sets the destination pixels to transparent black. - Exclusive Or draws the non-overlapping source and destination pixels. - Source Atop discards those source pixels that do not cover destination pixels and draws the rest of the source pixels over destination pixels. - Source In draws those source pixels that cover destination pixels and discards all destination pixels. - Source Out draws the source pixels with alpha reduced by the inverse of the destination alpha, and discards all destination pixels. - Destination Atop discards those destination pixels that are not covered by source pixels, and draws the rest of the destination pixels over source pixels. - Destination In draws only those destination pixels that intersect with the source pixels, and discards all source pixels. - Destination Out draws the destination pixels with alpha reduced by the inverse of the source alpha, and discards all source pixels. - Destination Over draws the destination pixels over the source pixels. Advanced Color Blending: - Multiply (advanced khr) is similar to the Multiply mode but it screens the alpha. - Overlay multiplies dark pixels and screens light pixels. - Darken compares the destination and source pixels and selects the darker one. - Lighten compares the destination and source pixels and selects the lighter one. - Color Burn darkens the destination to reflect the color of the source. - Color Dodge lightens the destination to reflect the color of the source. - Hard Light multiplies with dark source color and screens with light source color. - Soft Light burns with dark source color and dodges with light source color. - Difference uses the difference of the source and destination pixels. - Exclusion is similar to difference but the result is lower in contrast. - HSL Hue uses the hue of the source, and the luminosity and saturation of the destination. - HSL Saturation uses the saturation of the source, and the hue and luminosity of the destination. - HSL Color uses the hue and saturation of the source, and the luminosity of the destination. - HSL Luminosity uses luminosity of the source, and the jue and saturation of the destination. The advanced color blending modes require the GL_KHR_blend_equation_advanced and GL_KHR_blend_equation_advanced_coherent OpengGL extensions.

No

Yes

Blur Quality

Sets the visual quality of the blur. Lower quality uses less computing and memory resources.

No

Yes

Blur Radius

Sets the amount of blur by defining the radius of the circular area of pixels that blend into each other. The blur radius also determines the distance in pixels that the blur expands the render area by extending outward from an edge, unless you enable the Masked Blur property. To disable the blur effect, set this property to 0. The default value is 8.

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

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

Bring Activated Activity To Front

Sets whether to show the activated Activity in front within its Parallel Activity Host. This property affects the z-order of the activated Activity within the same Activity priority layer: - When enabled, the Activity is shown in front. - When disabled, the z-order of the activated child Activity is determined by the order in which you added that Activity to the parent Parallel Activity Host. This is the default behavior.

No

Yes

Brush Color

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

No

Yes

Brush Horizontal Tiling

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

No

Yes

Brush Modulate Color

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

No

Yes

Brush Texture

Texture for brush.

No

Yes

Brush Type

The type of the brush.

No

No

Brush Vertical Tiling

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

No

Yes

Cache Valid

Indicates whether the node is cached. To disable the cache for one frame, disable this property.

No

Yes

Caching Mode

Sets the caching mode of this node: - Disabled sets Kanzi to render the node and its descendants normally, without caching. This is the default. - Enabled sets Kanzi to cache the node and its descendants and render the node from the cache image until you invalidate the cache by disabling the Cache Valid property. - Automatic sets Kanzi to automatically update the cache of the node whenever the content of the node or its descendants change.

No

Yes

Calculated Camera Matrix

Camera matrix calculated during DrawObjectsRenderPass rendering.

No

Yes

Calculated Offset

Reports the current relative offset of an item in the Grid List Box in proportional range [0, 1].

No

Yes

Calculated Offset

Reports the current offset of an item in a Trajectory Layout in the proportional range [0, 1].

No

Yes

Calculated Projection Matrix

Projection matrix calculated during DrawObjectsRenderPass rendering.

No

Yes

Calculated Projection Near / Far Planes.

Near / far planes calculated during DrawObjectsRenderPass rendering.

No

Yes

Camera

Sets which camera to use in scenes rendered by the selected Viewport 2D. If not set, Kanzi uses the camera in the scene.

No

Yes

Camera

The camera for displaying the scene.

No

Yes

Camera

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.

No

Yes

Cell Height

Sets the height of each cell in the Grid List Box.

No

Yes

Cell Width

Sets the width of each cell in the Grid List Box.

No

Yes

Center Image

The image to use in the center.

No

Yes

Character Spacing

Sets the character spacing in pixels.

No

Yes

Clamp Pixels

Clamp the color channel maximum to the value. For SDR images the effective range is 0 to 1, and for HDR images any non-negative value. If one color channel needs to be clamped, then all other color channels are scaled down by the same ratio.

No

No

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

Clear Color 0

Sets the color that you want the Clear Render Pass to use to clear the first (default) color buffer.

No

Yes

Clear Color 1

Sets the color that you want the Clear Render Pass to use to clear the second color buffer.

No

Yes

Clear Color 2

Sets the color that you want the Clear Render Pass to use to clear the third color buffer.

No

Yes

Clear Color 3

Sets the color that you want the Clear Render Pass to use to clear the fourth color buffer.

No

Yes

Clear Depth

Sets the depth that you want the Clear Render Pass to use to clear the depth buffer.

No

Yes

Clear Stencil

Sets the clear stencil that you want the Clear Render Pass to use to clear the stencil buffer.

No

Yes

Clip Children

Sets whether to clip the child nodes of this 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

Cluster Materials

Materials for each of the clusters in the model.

No

No

Code Behind Source

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

No

Yes

Color Format in Raw

The color format of the image in the kzb file when using the raw target format.

No

No

Color Workflow

The color workflow used when Kanzi Studio embeds color into the kzb file: - In Linear mode Kanzi Studio converts all color values to linear color space before exporting them to the kzb file. This is the default. - In Legacy mode Kanzi Studio does not modify the color values. When you change the value of this property, the Preview restarts.

No

No

Color Write Mode

Sets which channels the render pass writes to the color buffer. To disable the color write, set the property to None.

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

Columns

Defines the number of columns in a grid layout and how the grid layout distributes the content in columns.

No

Yes

Combined Compile

The command line to compile all shaders at once or to combine the outputs of all shader stage compilations. If the compilation of the individual shaders is enough, leave this empty.

No

No

Command

The command executed by a UI control

No

Yes

Common Shader Compile

The common command line part to compile a shader stage. If the separate shader stages have the necessary commands, leave this empty.

No

No

Component Type

The component type of this component node

No

No

Composition Background Color

Sets the color that highlights the text that the user composes using an input method editor (IME).

No

Yes

Composition Brush

The brush to use to compose 2D nodes to screen.

No

Yes

Composition Font Color

Sets the color of the text that the user composes using an input method editor (IME).

No

Yes

Composition Target

Sets the target to which you want to render the result of this Cubemap Render Pass.

No

Yes

Composition Target 0

Sets the first color target to which you want to render the result of the child render passes of this render pass.

No

Yes

Composition Target 1

Sets the second color target to which you want to render the result of the child render passes of this render pass.

No

Yes

Composition Target 2

Sets the third color target to which you want to render the result of the child render passes of this render pass.

No

Yes

Composition Target 3

Sets the fourth color target to which you want to render the result of the child render passes of this render pass.

No

Yes

Composition Text

Reports the text that the user composes in the Text Box using an input method editor (IME).

No

Yes

Composition Text Background Brush

Sets the brush that highlights the text that the user composes using an input method editor (IME).

No

Yes

Composition Text Foreground Brush

Sets the brush for the text that the user composes using an input method editor (IME).

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

Contains ICC Profile

Whether the image contains the ICC profile. If the image contains an invalid ICC profile, in the Project > Properties enable the Remove ICC Profiles of PNG Images property to remove the ICC profiles from the PNG images during kzb file export. (Read-only)

No

No

Contains Transparency

Whether the image contains transparency. (Read-only)

No

No

Content Gradient

Sets the gradient along which the content fades out: - Start sets the minimum intensity at which the content starts to fade out. - Softness sets the difference in intensity it takes for the content to disappear. For a perfectly smooth gradient, set Start to 0 and Softness to 1. The default value [ 0.0, 0.19 ] makes the content fade out quickly before the outline fade-out starts.

No

Yes

Content Mask

Sets the color that masks color components relevant to the outline calculation. The comparison value is the result of a dot product between the mask and the content RGBA color value. By default Kanzi calculates the outline only from the alpha value.

No

Yes

Content Stretch

Sets how the content that belongs to this node is stretched (as opposed to manipulating the actual node size).

No

Yes

Content Threshold

Sets the threshold at which the value Kanzi calculates using the content mask is considered valid. When the value calculated from masking the content exceeds this value, that pixel is part of the outlined area.

No

Yes

Controller Property

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

No

Yes

Created

The time when the project item was created

No

No

Cull Mode

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

No

Yes

Current Button Index

The index of the Toggle Button that is toggled on in the Toggle Button Group.

No

Yes

Cursor Offset

Sets the offset of the position to use to select the active item, in proportional range [0,1].

No

Yes

Cursor Position

Sets the position of the cursor in the text shown in the Text Box node.

No

Yes

Cursor Prefab

Sets the prefab template that defines the appearance of the cursor instead of the default cursor.

No

Yes

Curve Tesselation Detail

The number of subdivisions when importing NURBS curves and tesselating them as Kanzi splines

No

No

Custom Asset Thumbnail

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

No

No

Cutoff

Sets the angle of the light cone in degrees.

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

Data Context

Source of data for this node and its descendants

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

Default Build Configuration

Kanzi Studio uses this configuration to build the project. You can add new build configurations in the Library > Build Configurations.

No

No

Default Cube Map Texture

The cube map texture that is used for new materials that use cube maps.

No

No

Default Material

The material that is used in newly created models and imported models without a material.

No

No

Default Subpage

The default or the currently active subpage, which Kanzi automatically activates whenever this PageHost node becomes active.

No

Yes

Default Texture

The texture that is used for new Image nodes and materials that use textures.

No

No

Default Vertex Attribute Data Type

The default data type used in model vertex buffers. Half-float decreases mesh data size by half, but decreases the accuracy too.

No

No

Depth

The depth of the box (along Z axis)

No

No

Depth

Depth of the trapezoid trajectory

No

No

Depth / Stencil Attachment

Defines which attachment(s) the render target contains in addition to color.

No

No

Depth Alignment

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

No

Yes

Depth Compare Function

Sets the comparison function to be used with comparison samplers of the Composition Target Render Pass’ depth target.

No

Yes

Depth Compare Function

Sets the comparison function to be used with comparison samplers of the Cubemap Render Pass’ depth target.

No

Yes

Depth Format

Sets the format of the automatically created depth render buffer used for the cubemap rendering. If this property is not set, the depth requirement and format are autodetected.

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

Depth Padding

Sets the padding spaces between the content and the front and back boundaries of the Content Layout 3D node.

No

Yes

Depth Renderbuffer Format

Sets the format of the automatically created depth renderbuffers. When you do not set this property, Kanzi sets the depth renderbuffer format automatically to the best available format, in most cases the 32-bit float format. To create depth textures, set the Depth Texture Format property. The value of the Depth Texture Format property overrides the value of this property.

No

Yes

Depth Target

Sets the depth target to which you want to render the result of the child render passes of this render pass.

No

Yes

Depth Test Function

Controls whether the depth test discards a fragment.

No

Yes

Depth Texture Format

Sets the format of the automatically created Result Depth Texture.

No

Yes

Depth Write Enabled

Sets whether the render pass writes to the depth buffer.

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

Descriptions File Name

Name for the file into which item descriptions are exported by default

No

No

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

Direction

The direction of the line

No

No

Direction

Defines the axis along which the stack layout arranges its items.

No

Yes

Direction

A hidden property that identifies spotlight direction and contains related metadata.

No

Yes

Directional Light

Directional light settings

No

No

Directional Light Color

Sets the color of the Directional Light.

No

Yes

Directional Light Direction

A hidden property that identifies directional light direction and contains related metadata.

No

Yes

Directional Lights

Use this property to bind the directional light set for rendering.

No

Yes

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

Disable Render Target Clear Color

Do not clear render target buffers before rendering into it even if necessary.

No

Yes

Display Text

Reports the text that the Text Box displays.

No

Yes

Double-Click Enabled

Whether to install a multi-click manipulator that generates double-click messages. Use this property to enable the double-click gesture for a Button node or List Box items. To enable double-click for List Box items, enable this property in the List Box Item Container.

No

Yes

Down On Hover

Whether holding a finger on the device screen and moving it over the button transitions the button to the down state.

No

Yes

Dragging Acceleration

Sets the acceleration of the Grid List Box when the user scrolls the Grid List Box by dragging the pointer. The higher the value, the quicker the Grid List Box reaches its final position. The default value is 80.

No

Yes

Dragging Acceleration

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.

No

Yes

Dragging Acceleration

Sets the acceleration of the Trajectory List Box 3D when the user scrolls the Trajectory List Box 3D by dragging the pointer. The higher the value, the quicker the Trajectory List Box 3D reaches its final position. The default value is 80.

No

Yes

Dragging Drag

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.

No

Yes

Dragging Drag

Sets the amount that drag affects the movement of the Grid List Box when the user scrolls the Grid List Box by dragging the pointer. The lower the value, the higher the drag and the quicker the scrolling stops. The default value is 150.

No

Yes

Dragging Drag

Sets the amount that drag affects the movement of the Trajectory List Box 3D when the user scrolls the Trajectory List Box 3D by dragging the pointer. The lower the value, the higher the drag and the quicker the scrolling stops. The default value is 150.

No

Yes

Dragging Impulse

Sets the amount of impulse generated from the pointing device movement when dragging a Scroll View node.

No

Yes

Dragging Impulse

Sets the amount of impulse to generate from the pointer movement when the user scrolls the Trajectory List Box 3D by dragging the pointer.

No

Yes

Dragging Impulse

Sets the amount of impulse to generate from the pointer movement when the user scrolls the Grid List Box by dragging the pointer.

No

Yes

Drawn as Bounding Box

When enabled the object is drawn its solid bounding box.

No

Yes

Duration

The duration of the sequence in seconds. The value is read-only and calculated from the member entries.

No

No

Duration Scaling

Scales the length of animation in the way that small values (< 1) speed the animation up and large values (> 1) slow it down

No

No

Echo Mode

Sets how the Text Box node shows text: - Normal makes the inserted characters visible. - No Echo makes the inserted characters invisible. - Password makes the inserted character visible for a certain amount of time and then masks the character. Use the Password Masking Character property to set the masking character. The default is a bullet symbol. Use the Password Echo Timeout property to set the time in milliseconds that an inserted character is visible before masking.

No

Yes

Edit Mode

Sets how the Text Box node enters the editing state: - Automatic makes the Text Box enter the editing state when focused, and leave the editing state when focus is lost. - Triggered requires the user to trigger the Text Box to enter and leave the editing state.

No

Yes

Effect

Reports the runtime effect instance that this node uses. Kanzi sets the value of this property internally when the value of the Effect Prefab property in this node changes.

No

Yes

Effect Factory Name

The factory name for the effect. Use this name to instantiate an effect from a plugin.

No

No

Effect Prefab

The 2D Effect to use for this node.

No

Yes

Effective Activity Source

The data source for this Activity node.

No

No

Effective Data Context

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

No

No

Effective Screen Size

Screen Size based on current window settings (Read-only, requires running Preview)

No

No

Effectively Enabled

Indicates whether this node and its ancestor nodes are enabled. Use this property in state managers and bindings to observe whether a node is effectively enabled. To enable or disable a node, use the Enabled property. When a node is effectively disabled: - When that node is focused, it receives key input until the focus moves to another node. - When that node is not focused, it is not part of the focus chain and does not receive key input.

No

Yes

Effort

Quality of the ETC2 compression, 100 for the highest quality.

No

No

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

Enabled

Whether the edited asset is enabled or not

No

No

Enabled

Whether Kanzi executes this render pass and its child render pass tree.

No

Yes

Enabled

This determines if composer is rendered (enabled by default).

No

Yes

Enabled

Whether this node is enabled. When you disable this property in a node, that node and its descendant nodes in the same overlay focus scope are effectively disabled. Effectively disabling a node removes that node from the focus chain and cancels all the active input manipulators.Use the Effectively Enabled property to observe whether a node is effectively enabled.

No

Yes

End Radius

End radius of the spiral

No

No

End Time

The ending time of the clip.

No

No

End Time

The ending time of the global timeline.

No

No

Engine Factory Name

The factory name for this composer. Can be used to instantiate composer or render pass from plugin.

No

No

Entry Weight

The weight ratio of this entry among all entries

No

No

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

Exclusive Activity Host Content

Describes the content of an Exclusive Activity Host node. An Exclusive Activity Host uses the value of this property to instantiate Activity prefabs and control the status and lifetime of its child Activities. Kanzi Studio user cannot directly edit this property. The ActivityBrowserController sets the value of this property according to the changes done to the state of the Activity Tree in the ActivityBrowser. The expected format for the property value is the name of the Activity that the Exclusive Activity Host initially activates, followed by a list of Activity descriptions. Each of this Activity description contains: The name of the Activity - The ControllerProperty reference value of the Activity - The path to the prefab of that Activity. The values in this property must be separated by a comma. For example, {name0,{name1,666,path1},{name2,123,path2}}.

No

Yes

Exponent

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

No

Yes

Export Behavior

Whether to export the image always or only when it is used by other assets in the Kanzi Studio project. Set this as “Export Always” when the image is used by the application code.

No

No

Export Empty When File Is Missing

Whether to export empty or default image when file is missing.

No

No

Export in Asset Package

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

No

No

Export Shader Source Code

Set to false to reduce the size of the kzb file if all the shaders are binary shaders

No

No

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

Face to Camera Mode

Sets how to rotate the 3D node towards a camera: - Disabled does not make the node turn to the camera. - Look at rotates the node along all axes to turn to the camera. - Billboarding keeps the node perpendicular to the camera FOV. - Cylindrical rotates the node along the y axis to turn to the camera. By default the node turns to the Scene default camera. To use a different camera, set the Face to Camera Target Camera property.

No

Yes

Face to Camera Target Camera

Sets the camera towards which the 3D node turns when you set the Face to Camera Mode property. The default is the Scene default camera.

No

Yes

Filter

Sets the filter that the Node List Render Pass uses to filter or sort a list of incoming nodes.

No

Yes

Filter Mode

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.

No

Yes

Filter Mode

Sets how Kanzi handles accessing the texture samples of the automatically generated composition cubemap target: - Nearest takes the color from the nearest sample. - Linear interpolates color from neighboring samples. This is the default value.

No

Yes

Final Transformation

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

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

Flush After Render

This determines if GPU pipeline is flushed after rendering of this composer has occurred, to prevent GPU pipeline stall.

No

Yes

Focus On Activating Activity

Sets the policy that this Exclusive Activity Host uses to decide whether it tries to set the key focus to its activating Activity: - When Host Has Focus: If the Activity Host has the focus, it tries to set the focus to the Activity. This is the default. - Always: The Activity Host always tries to set the focus to the Activity. - Never: The Activity Host never tries to set the focus to the Activity.

No

Yes

Focus On Activation

Sets the policy that a Parallel Activity Host uses to decide whether it tries to set the key focus to an activating Activity: - When Host Has Focus: If the Activity Host has the focus, it tries to set the focus to the Activity. This is the default. - Always: The Activity Host always tries to set the focus to the Activity. - Never: The Activity Host never tries to set the focus to the Activity. Set this property in an Activity in a Parallel Activity Host.

No

Yes

Focus On Press

Sets where to set the focus when the user presses the node that has this property: - None (0) keeps the focus where it was. This is the default. - Node (1) sets the focus to the node. - Node or ancestor (2) sets the focus to the node or, if that fails, to the closest focusable ancestor node. - Node or overlay (3) sets the focus to the node or, if that fails, to the closest ancestor overlay scope, which then forwards the focus according to its settings. The descendants of the node where you set this property inherit value of the property.

No

Yes

Focus Order

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

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 overlay blocks the key and touch input that originates outside of its boundaries and keeps the focus navigation within the scope boundaries. - Auto-Closing Modal overlay loses focus when key or touch input originates from a node that is outside of its node tree, and suppresses that input. - Modeless overlay propagates the key and touch input that originates outside of its boundaries to the nodes outside of its boundaries. - Auto-Closing Modeless overlay loses focus when key or touch input originates from a node that is outside of its boundaries, and propagates that input.

No

Yes

Focus State

Reports the focus state of a node: - No focus (0) indicates that the node is not focused. For a focus scope node indicates that none of the nodes in the scope have focus. - Logical focus (1) indicates that the node is the logical focus node of an overlay-type focus scope. For a focus scope node indicates that one of the nodes in that scope is the logical focus node. - Key focus (2) indicates that the node is the key focus node of the application and receives key input. For a focus scope node indicates that one of the nodes in that scope is the key focus node. Use this property in state managers and bindings to implement focus states in the UI nodes. To observe whether a node is the key focus node, you can use the boolean Focus > Focused property.

No

Yes

Focusable

Indicates whether the node can receive focus.

No

Yes

Focused

Indicates whether the node has the key focus.

No

Yes

Font Color

Sets the color of the text.

No

Yes

Font Engine

Sets the font engine that Kanzi Studio Preview uses to render text: - FreeType uses the FreeType rasterizer, HarfBuzz shaper, and ICU bidirectional library, and libunibreak for line breaking. This is the default value. - iType uses the Monotype iType rasterizer and WorldType® Shaper™ for shaping. - None to not load a font engine. When you do not load a font engine, the Preview does not render the text in your application.

No

No

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 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

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

Force Composition

Force rendering to composing target even if not otherwise necessary.

No

Yes

Foreground Brush

The foreground brush to paint the foreground of 2D nodes.

No

Yes

Foreground Hint

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.

No

Yes

Format

Defines the target pixel format on the GPU

No

No

FOV

The field of view of the camera in degrees.

No

Yes

FOV Type

Defines the direction of the field of view to either x or y.

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

Fragment Shader Compile

The command line to compile fragment shader. If you do not want Kanzi to compile the fragment shader separately, leave this empty.

No

No

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

Frustum Culling

Enable to disable rendering objects that are not inside the view frustum. Trades GPU rendering time for CPU cull test time.

No

Yes

Full Screen Preview Layer

Whether or not to display the preview root layer as fullscreen

No

No

Generate Mipmaps

Whether or not to generate mipmaps. If the image has mipmaps inside, those will take precedence over generated ones.

No

No

Generate Normals

Generate normals for this primitive

No

No

Generate Tangents

Generate tangents for this primitive

No

No

Geometry Shader Compile

The command line to compile geometry shader. If you do not want Kanzi to compile the geometry shader separately, leave this empty.

No

No

Global Ambient Color

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

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

Glyph Texture

The automatic texture of the glyph cache.

No

Yes

GPU Memory Type

Determines which kind of GPU memory will be used.

No

No

Has Selection

Indicates whether any of the text in the Text Box node is selected.

No

Yes

Height

Height of the spiral trajectory

No

No

Height

Absolute height of the window in pixels

No

No

Height

The height of the plane (along Y axis)

No

No

Height

Relative height of the window (0,1]

No

No

Height

Height of the texture

No

No

Height

Sets the absolute height for the automatically created composition target textures. If this property is not set, the size is taken from the current composition stack state using the values of the Resolution Multiplier and Resolution Divisor properties.

No

Yes

Height

The height of the box (along Y axis)

No

No

Hide Text Hint When Editing

Sets whether to hide the placeholder content, which you set using the Text Hint Prefab property, when the Text Box node is in the editing state. To hide the placeholder content only when the user enters text in the Text Box node, disable this property.

No

Yes

Hit Test Camera

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.

No

Yes

Hit Testable

When enabled, the node can be hit tested. Enabling Hit Testable for a 2D node enables hit testing only for that node. Enabling Hit Testable for a 3D node enables hit testing also for the child nodes. Kanzi hit tests 3D nodes using the default Camera node or the Hit Test Camera node of the active Scene node.

No

Yes

Hit Testable Container

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

No

Yes

Hit Testing Camera

The camera used in hit testing the objects in the scene. When not set, the default camera is used.

No

Yes

Hold Interval

Sets the amount of time in milliseconds that the user must hold the button pressed down for Kanzi to recognize it as a long-press gesture. To disable the long-press gesture, set to 0.

No

Yes

Horizontal Alignment

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

No

Yes

Horizontal Fit

Whether to horizontally scale the glyphs to make them fit into the Layout Width of the Text Block. To adjust the scale, use the Horizontal Fit Scale Limits property.

No

Yes

Horizontal Fit Scale Limits

When the Horizontal Fit property is enabled, sets the minimum and maximum scale for glyphs when the width of text in a Text Block does not match the Layout Width of that Text Block. For example: - Min property field set to 1.0 does not squeeze the glyphs, while 0.5 squeezes the glyphs to half their size. - Max property field set to 1.0 does not stretch the glyphs, while 2.0 stretches the glyphs to double their size.

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

Horizontal Padding

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

No

Yes

Horizontal Padding

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

No

Yes

Host Name

Containes the name of the host the node originates from.

No

Yes

Hover

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

No

Yes

Ignore Embedded Color Profile

Whether to ignore color conversions for this image. When you enable this property, Kanzi Studio removes the ICC profile from the image file and does not perform gamma correction.

No

No

Image

The image file to be used in the texture

No

No

Image

A thumbnail preview of the selected image (Read-only)

No

No

Image

The image to display.

No

Yes

Import Axis Transform

Transformation that is applied to all the imported object nodes

No

No

Import Material Type

The material type under which the materials are imported from 3D asset files, such as COLLADA. “Automatic” option assigns imported materials under different material types depending on their material effect. Note that only basic effects such as Phong and textured Phong are recognized.

No

No

Import Scale

Scaling that is applied to all the imported object nodes

No

No

Import Source ID

No

No

Import Source Override

Use this setting in cases where you want to combine the contents of multiple Asset 3D files into a one hierarchy. When importing the existing items are matched based on their import source, therefore overriding the import source of one Asset 3D file will import items into the same hierarchy as the items imported earlier from the override target Asset 3D file.

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

Index In Group

Sets the index of the Button in the Toggle Button Group to which that Button is registered. If a Button does not have local value for this property, it is not registered to the ancestor Toggle Button Group. When set to -1 the Toggle Button Group assigns an index for the Button.

No

Yes

Inner Angle

Sets the inner angle of the light cone in degrees.

No

Yes

Input Method Action

Sets the label of the user action button on the on-screen keyboard for this Text Box. By default uses the label of the default input method of the operating system.

No

Yes

Input Property

The property on the input property host project item from which the input is read from

No

No

Input Property Field

The property field from which the input (float value) is read. For example, WHOLE_PROPERTY for float properties and TRANSLATE_X for matrix properties.

No

No

Input Property Host

The project item that contains the property from which the input is read from

No

No

Input Type

Sets the input type of the input methods that provide the input layout to let the user enter and edit text of specific type in the Text Box node: - Default for the default input type of the input method editor. - Numeric for numbers - Email for email addresses - URL for URL addresses

No

Yes

Input Type

The type of the input for the target animation: time (default) / property

No

No

Input Viewport Area

Reports the viewport area relative to the composition space as passed from the parent render pass. To access the Input Viewport Area property fields in a binding, use: - X for the offset along the x axis relative to the composition space - Y for the offset along the y axis relative to the composition space - Z for the width of the viewport - W for the height of the viewport

No

Yes

Instantiated Node

Sets the node that this Instantiator node replicates.

No

Yes

Invert Content Mask

Whether to invert the value that Kanzi calculates using content masking.

No

Yes

Invert Mask

Whether to invert the mask so that transparent areas become opaque and opaque areas become transparent.

No

Yes

Invert U

Whether or not to invert the texture coordinate U. Can be used for mirroring the possible displayed texture vertically.

No

No

Invert V

Whether or not to invert the texture coordinate V. Can be used for mirroring the possible displayed texture horizontally.

No

No

Is Asset Package

When enabled, saving this project will export a manifest file that is used for locating importable assets in this project. Mark the assets to be exported with “Export In Asset Package” property.

No

No

Is Checked

When enabled, the toggle button is in On state. Works only when a toggle button has two states.

No

No

Is Composing Text

Reports the text composition state of the Text Box node.

No

Yes

Is Down

Indicates whether the button is pressed and in the down state.

No

Yes

Is Editing

Reports the editing state of the Text Box node.

No

Yes

Is Used by Code

Whether or not the application code uses this asset. Used for determining unused assets.

No

No

Is Value Changing

Whether the value is currently changing.

No

Yes

Item Area Begin

Sets the starting point of the trajectory segment in which the items in this Trajectory Layout are considered fully visible. The value is in the range [0, 1], where 0 is the beginning and 1 is the end of the trajectory. The Node > Visible Amount in Parent property uses this value.

No

Yes

Item Area Begin

Sets the proportional offset where the area meant for the fully visible items in the Grid List Box starts. Kanzi uses the values of the Item Area Begin and Item Area End properties to calculate the value of the Node.VisibleAmountInParent property for each list item.You can use the VisibleAmountInParent property in shaders to fade out those list items that are not fully visible.

No

Yes

Item Area Begin

Sets the proportional offset where the part of the trajectory meant for the fully visible Trajectory List Box 3D items starts. Kanzi uses the values of the Item Area Begin and Item Area End properties to calculate the value of the Node.VisibleAmountInParent property for each list item.You can use the VisibleAmountInParent property in shaders to fade out those list items that are not fully visible.

No

Yes

Item Area End

Sets the proportional offset where the area meant for the fully visible items in the Grid List Box ends. Kanzi uses the values of the Item Area Begin and Item Area End properties to calculate the value of the Node.VisibleAmountInParent property for each list item.You can use the VisibleAmountInParent property in shaders to fade out those list items that are not fully visible.

No

Yes

Item Area End

Sets the ending point of the trajectory segment in which the items in this Trajectory Layout are considered fully visible. The value is in the range [0, 1], where 0 is the beginning and 1 is the end of the trajectory. The Node > Visible Amount in Parent property uses this value.

No

Yes

Item Area End

Sets the proportional offset where the part of the trajectory meant for the fully visible Trajectory List Box 3D items ends. Kanzi uses the values of the Item Area Begin and Item Area End properties to calculate the value of the Node.VisibleAmountInParent property for each list item.You can use the VisibleAmountInParent property in shaders to fade out those list items that are not fully visible.

No

Yes

Item Container Generator

Sets the name of the item container generator type to use to provide item containers dynamically for the List Box.

No

Yes

Item Container Template

Sets the List Box Item Container prefab that sets the appearance and behavior of the List Box items.

No

Yes

Item Count

Reports the number of items in the List Box, including virtual items.

No

Yes

Item Generator

Sets the name of the item generator type to use to provide items dynamically to the List Box.

No

Yes

Item Index

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

No

Yes

Item Template

Sets the prefab to use for the List Box items.

No

Yes

Items Source

Data object which provides data sources for list items.

No

Yes

Java Project

Whether the project contains Java plugins

No

No

Keep Active

Always activate this Page node when its parent is active.

No

Yes

Keep Alive Behavior

The keep-alive behavior of this resource. Can be used to deny unloading of the resource.

No

No

Keep Alive Item Count

Sets the size of the buffer for invisible List Box items. Kanzi returns to the Item Generator those invisible items that do not fit in the buffer.

No

Yes

KZB Endianness

Endianness of the KZB data. Use the endianness of the target device for optimal performance.

No

No

Last Item Fill

Whether the last item of the dock layout is given the remaining free space.

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

Layout Direction

Sets 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.

No

Yes

Layout Direction

The direction in which the items are arranged when you add them to a grid layout.

No

Yes

Layout Height

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

No

Yes

Layout Transformation

The 2D transformation to be applied before layouting.

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 Width

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

No

Yes

Left Image

The image to use in the center-left.

No

Yes

Length

The length of the angle

No

No

Length

Length of the trapezoid trajectory

No

No

Length

The length of the line

No

No

Light Type

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

No

No

Light Type Name

The property type name of the light.

No

Yes

Line Spacing

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

No

Yes

Linear Premultiply

Premultiply the alpha channel in a linear color space. For sRGB images, using a linear color space for premultiplication results in the fewest artifacts. If source image was created for legacy mode, disabling this option may give better results.

No

No

Locale

The locale of the node.

No

Yes

Look At

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

No

Yes

Loop Subpages

Loop the subpages when navigating to the next or previous subpage.

No

Yes

Looping

Whether to show items in the Trajectory List Box 3D from the beginning after reaching the last item.

No

Yes

Looping X Enabled

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.

No

Yes

Looping Y Enabled

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.

No

Yes

Magnification Filter

Controls the texture sampling together with the Mipmap Mode property when the texture is magnified: - Nearest sample uses the nearest texel in the texture. - Linear sample interpolates between the four nearest texels in the texture.

No

No

Mask Channel

Sets the texture channel to use as the input for the mask: - Alpha uses the alpha channel from the texture. This is the default. - Red uses the red color channel from the texture. - Green uses the green color channel from the texture. - Blue uses the blue color channel from the texture. - Luminance uses the luminance calculated from the red, green, and blue channels.

No

Yes

Mask Height

Sets the height of the mask to use in a layout. This value overrides the height of the texture that you use as the mask.

No

Yes

Mask Horizontal Alignment

Sets the horizontal alignment of the mask effect: - Left aligns the left edge of the mask with the left edge of the node. This is the default. - Right aligns the right edge of the mask with the right edge of the node. - Center aligns the mask horizontally to the center of the node. - Stretch stretches the mask horizontally to fit the node from the left edge to the right edge.

No

Yes

Mask Offset

Sets the mask offset along the X and Y axes in pixels. Kanzi applies the mask offset after stretch, alignment, and scale.

No

Yes

Mask Scale

Sets the factor by which to scale the mask. Kanzi applies the scale after stretch and alignment.

No

Yes

Mask Strength

Sets the strength of the mask effect in the range from 0 to 1: - 0 disables the mask effect. - 1 applies the mask at full strength. This is the default. - Any value between 0 and 1 partially applies the mask as if the non-masked result was blended with the fully masked version.

No

Yes

Mask Stretch

Sets the stretch mode of the mask effect: - None disables stretching. This is the default. - Fill stretches the mask to fill the node. - Uniform stretches the mask using uniform scaling to fill the node in either vertical or horizontal direction, whichever requires smaller scale. - Uniform To Fill stretches the mask using uniform scaling to fill the node in either vertical or horizontal direction, whichever requires larger scale. - Repeat does not stretch the mask, and allows the mask to repeat outside of its area based on the mask texture wrap mode.

No

Yes

Mask Texture

The texture for masking other texture or color.

No

Yes

Mask Texture

Sets the mask texture. The default is no texture.

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

Mask Vertical Alignment

Sets the vertical alignment of the mask effect: - Bottom aligns the bottom edge of the mask with the bottom edge of the node. - Top aligns the top edge of the mask with the top edge of the node. This is the default. - Center aligns the mask vertically to the center of the node. - Stretch stretches the mask vertically to fit the node from the top edge to the bottom edge.

No

Yes

Mask Width

Sets the width of the mask to use in a layout. This value overrides the width of the texture that you use as the mask.

No

Yes

Masked Blur

Sets whether to blur only the pixels whose alpha channel value is not zero. When you enable this property, the blur does not spread to fully transparent pixels and the edges of the content stay sharp. The default value is false.

No

Yes

Material

Use this material to override the materials defined in the clusters of the mesh.

No

Yes

Material

Sets to the Material that you want a Blit Render Pass to use to blit one or more textures.

No

Yes

Material

Sets the material that will have all other Material Setup Render Pass properties set to.

No

Yes

Material

Material used when drawing with the brush

No

Yes

Material

Sets the material that will be used to render all nodes rendered by this DrawObjectsWithMaterialRenderPass.

No

Yes

Material Type

Material type of this material

Yes

No

Material Type Keep Alive Behavior

The keep-alive behavior to be inherited by material types in project. Can be used to deny unloading of material types.

No

No

Maximum Distance From Curve

The distance from the curve where hit testing succeeds.

No

Yes

Maximum Number of Touches

Sets the maximum number of touch points allowed for a Scroll View pan.

No

Yes

Maximum Number of Touches

Sets the maximum number of touch points allowed on the Grid List Box area for scrolling.

No

Yes

Maximum Number of Touches

Sets the maximum number of touch points allowed on the Trajectory List Box 3D area for scrolling.

No

Yes

Maximum Text Length

Sets the maximum length of text that the user can insert in the Text Box node. The unit is a UTF-8 character and the buffer byte length can be greater for multi-byte characters.

No

Yes

Maximum Value

The maximum value that the range allows.

No

Yes

Maximum Zoom

Sets the maximum zoom level.

No

Yes

Mesh Material

The material to be used for rendering the mesh

No

No

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

Metrics Type

Defines the type of the coordinate system for the window metrics.

No

Yes

Minification Filter

Controls the texture sampling together with the Mipmap Mode property when the texture is minified: - Nearest sample uses the nearest texel in the texture. - Linear sample interpolates between the four nearest texels in the texture.

No

No

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

Minimum Number of Touches

Sets the minimum number of touch points required on the Trajectory List Box 3D area for scrolling.

No

Yes

Minimum Number of Touches

Sets the minimum number of touch points required on the Grid List Box area for scrolling.

No

Yes

Minimum Number of Touches

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.

No

Yes

Minimum Value

The minimum value that the range allows.

No

Yes

Minimum Zoom

Sets the minimum zoom level.

No

Yes

Mipmap Mode

Sets how to use mipmaps: - Base mipmap mode uses only the base texture and does not use mipmaps. It uses either point sample or bilinear sampling. - Nearest mipmap mode uses mipmaps and samples one mipmap level. It uses either point sample or bilinear sampling from a single nearest mipmap level. It selects the operation based on the Minification Filter or Magnification Filter property values. - Linear mipmap mode uses mipmaps, and samples and interpolates two mipmap levels. It selects the operation based on the Minification Filter or Magnification Filter property values.

No

No

Mipmap Mode

Sets the mipmap mode of the automatically created composition cubemap 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.

No

Yes

Mipmap Mode

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.

No

Yes

Multisample Level

Sets the amount of multisample anti-aliasing to apply to the automatically generated composition target textures.

No

Yes

Multisample Level

Sets the amount of multisample anti-aliasing to apply to the temporary composition targets to which Kanzi renders this node.

No

Yes

Multisample Level

Sets the amount of multisample anti-aliasing to apply to the progressive rendering backbuffers.

No

Yes

Name

Name of the project item

No

No

Name

Description

Inherited

Exported to Kanzi Engine

Native Deployment Target

Sets the memory in which to store this texture on your target device.

No

No

Native Pixel Format

Sets the native image format to use when exporting this image to the kzb file. Make sure that the graphics backend of your target device supports the format.

No

No

NegX Image

Negative X image

No

No

NegY Image

Negative Y image

No

No

NegZ Image

Negative Z image

No

No

Node List

Input node list range. Set by a binding from nearest parent node list.

No

Yes

Node.Path

Full path to the node.

No

Yes

Normal

The normal vector of the normal of the angle

No

No

Normal

The normal vector of the normal of the rectangle

No

No

Normal

The normal vector of the normal of the spiral

No

No

Normal

Normal vector of the trapezoid trajectory orientation

No

No

Normal

The normal vector of the arc

No

No

Normal

The normal vector of the normal of the circle

No

No

Normal

The normal vector of the ellipse

No

No

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

Normalized Value

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

No

Yes

Object Source

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.

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

Off-Screen Rendering

When set and the node has an explicitly set render target, do not render the resulting framebuffer to screen.

No

Yes

Opacity

Opacity of the node.

No

Yes

Optimize Meshes

Whether to perform the vertex cache optimization for exported meshes. Kanzi Studio sets the vertex cache of the meshes to the value you set in the Target Vertex Cache Size property.

No

No

Orientation

Sets the orientation of the application window.

No

Yes

Original Name

The name of the item in the import source

No

No

Orthogonal Plane Size

The value used for scaling the view area of a relative orthographic camera.

No

Yes

Orthogonal Type

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.

No

Yes

Outline Color

Sets the color of the outline.

No

Yes

Outline Inner Softness

Sets the softness of the outline relative to its width inside the content area. For a sharp outline, set to 0. For a fade-in that takes the complete outline width to reach maximum value, set to 1. By default, this property uses the value of the Outline Softness property.

No

Yes

Outline Inner Width

Sets the width of the outline in pixels inside the content area. By default, this property uses the value of the Outline Width property.

No

Yes

Outline Method

Sets the method for outline calculation: - Box search. Potentially consumes less memory, slower. - Two-pass search. Potentially consumes more memory, faster. This the default.

No

Yes

Outline Softness

Sets the softness of the outline. For a sharp outline, set to 0. For a fade-in that takes the complete outline width to reach maximum value, set to 1. The default value is 0.27.

No

Yes

Outline Texture

Sets the texture to apply to the outline. Kanzi applies to the outline only the top row of pixels from this texture. Set Outline Color to the color with which you want to modulate the colors in this texture.

No

Yes

Outline Texture Offset

Sets the relative starting offset for sampling the outline texture. The default value is 0.0.

No

Yes

Outline Texture Tiling

Sets the number of times the texture wraps around within the outline area. To repeat a texture, set its Wrap Mode to Repeat. The default value is 1.0

No

Yes

Outline Width

Sets the width of the outline in pixels outside the content area. The default value is 4 pixels.

No

Yes

Output Directional Lights

Kanzi uses this property to allow binding to directional light set.

No

Yes

Output Node List

Output node list range. Set by Node List Render Pass as result of filtering the Input Node List.

No

Yes

Output Point Lights

Kanzi uses this property to allow binding to point light set.

No

Yes

Output Spot Lights

Kanzi uses this property to allow binding to spot light set.

No

Yes

Overflow

Sets the characters that represent the truncated text when the text does not fit in this node. The default value is ‘…’. By default, Kanzi truncates the text at the end. Use the Truncation Direction property to set the part of the text that you want to truncate.

No

Yes

Override Camera

Sets the Camera node that you want to use to render the nodes to the composition cubemap texture. To use the default Camera node in that Scene node, do not set the value for this property.

No

Yes

Override Distance

Sets the distance between the items in this Trajectory Layout. When you do not set this property, the Trajectory Layout calculates the distance automatically.

No

Yes

Override Material

Sets the override material to use to render the content of the 2D prefab in the Viewport 3D node. In the Viewport 3D node, bind a texture property of the override material to the Viewport3D.PrefabTexture property.

No

Yes

Override Shadow Offset

Sets the offset of the shadow from the object along the x and y axes in pixels. When you set this property, the Shadow Angle and Shadow Distance properties have no effect. To disable the offset override, remove this property.

No

Yes

Parallel Activity Host Content

Describes the content of a Parallel Activity Host. The Parallel Activity Host uses this content to instantiate Activity prefabs and control the status and lifetime of its child Activities. This property is not directly editable by a Kanzi Studio user. The ActivityBrowserController sets the value of this property according to the changes done to the state of the Activity Tree in the ActivityBrowser. The expected format for the property value is a list of Activity descriptions. Each of this Activity description contains: - The name of the Activity. - A boolean value describing whether the Activity is going to be active on the Parallel Activity Host activation. When set to true the Activity is going to be active, when set to false, the Activity is not going to be active. - The path to the prefab of the Activity. - The priority layer value of the Activity. The priority layer value decides the z-order of the child Activity. The child Activity with a higher priority value, is displayed on the top of a child Activity with the lower priority value. The z-order of the child Activities with the same priority value depends on their order of addition to the Activity Host. The latest added child Activity is always displayed on top on the existing child Activities with the same priority value. The values in this property must be separated by a comma. For example, {{name1,1,path1,0},{name2,0,path2,1}}.

No

Yes

Password Echo Timeout

Sets the time in milliseconds that an inserted character is visible before being masked when using the password echo mode. To use the password echo mode, set the Echo Mode property to Password Echo.

No

Yes

Password Masking Character

Sets the character that masks each character that the application user enters when using the password echo mode. To use the password echo mode, set the Echo Mode property to Password.

No

Yes

Perspective Transformation

The 3D transformation to be applied after layouting.

No

Yes

Perspective Transformation FOV

The 3D transformation field of view (degrees) to be applied after layouting.

No

Yes

Perspective Transformation Mode

Defines the mode of operation for the coordinate system and field of view.

No

Yes

Perspective Transformation Origin

The 3D transformation origin to be used for perspective transformation on this or child nodes.

No

Yes

Perspective Transformation Pivot

The 3D pivot point in relative coordinates.

No

Yes

Pixel Format

The pixel format of the node if rendering to a texture.

No

Yes

Pixel Format

Sets on the GPU the target pixel format of the automatically created composition cubemap target textures.

No

Yes

Pixel Format 0

Sets on the GPU the target pixel format of the first automatically created composition target texture.

No

Yes

Pixel Format 1

Sets on the GPU the target pixel format of the second automatically created composition target texture.

No

Yes

Pixel Format 2

Sets on the GPU the target pixel format of the third automatically created composition target texture.

No

Yes

Pixel Format 3

Sets on the GPU the target pixel format of the fourth automatically created composition target texture.

No

Yes

Playback Mode

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.

No

No

Plot Animations

Whether to plot non-linear animations into linear animations during export.

No

No

PNG Compression Level

Affects how PNG images are compressed when exported to kzb. Can be overridden per image.

No

No

PNG Compression Level

Affects how PNG images are compressed when exported to kzb

No

No

Point Light

Point light settings

No

No

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 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

Point Lights

Use this property to bind the point light set for rendering.

No

Yes

Polygon Depth Offset

Sets the polygon depth offset to apply to the element that the Pipeline State Render Pass renders: - Derivative multiplier sets the multiplier for the depth change derivative for the fragment. - Constant multiplier multiplies the smallest measurable unit of depth, dependent on the target platform. You can use the offset to render decals on the surfaces of filled polygons. Kanzi typically shows nearer the camera those polygons that have a negative offset.

No

Yes

Position

A hidden property that identifies spotlight position and contains related metadata.

No

Yes

Position

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

No

Yes

PosX Image

Positive X image

No

No

PosY Image

Positive Y image

No

No

PosZ Image

Positive Z image

No

No

Prefab Template

The prefab template to use for this prefab placeholder

No

No

Prefab Template

The prefab template to use for this 3D prefab placeholder

No

No

Prefab Template

Node to use on this prefab view.

No

Yes

Prefab Template

Sets the 2D prefab whose content the Viewport 3D node renders in 3D space.

No

Yes

Prefab Texture

The read-only texture to which the Viewport 3D renders the content of the 2D prefab. When you set the Override Material property, you must bind a texture property of that material to this property.

No

Yes

Premultiply Alpha

Whether to premultiply the alpha channel into color channels in images that have an alpha channel. If you want to control the value of this property in the Project > Properties with the Premultiply Alpha property, select Project default.

No

No

Premultiply Alpha

Whether to premultiply alpha for images during .kzb file export. You can override this project-wide setting in the Properties of each image.

No

No

Preprocessor Defines

Preprocessor defines to be added for shader source

No

No

Preview Build Configuration

Use release setting for performance and debug setting for debugging Kanzi engine plugins. Kanzi engine plugins must have a DLL available with the same ES wrapper, build configuration and Visual Studio version as specified for the preview.

No

No

Preview Camera

The camera used for viewing preview

No

No

Preview OpenGL ES Wrapper

Sets how Kanzi handles OpenGL ES content on the Windows platform, which does not support OpenGL ES: - GL (Emulation through desktop OpenGL) calls OpenGL directly. This is the default setting. - IMG (Imagination Technologies) uses a wrapper provided by Imagination Technologies to emulate OpenGL ES behavior on a system with desktop OpenGL. For example, this provides better validation for OpenGL ES shaders. Use this option only for testing purposes. Kanzi Engine plugins must have a DLL available with the same build configuration and Visual Studio version as specified for the Preview.

No

No

Preview Visual Studio Version

Preview Visual Studio version setting is required for Kanzi engine plugin compatibility. Kanzi engine plugins must have a DLL available with the same ES wrapper, build configuration and Visual Studio version as specified for the preview.

No

No

Preview Working Directory

The working directory of preview. Accepts relative path from Kanzi Studio project directory or an absolute path.

No

No

Primary Direction

The direction along which the layout arranges items until the layout limit in that direction is reached.

No

Yes

Projection Type

Defines the camera type to either perspective or orthographic camera.

No

Yes

Property Field

The property field (See Property Data Types) on the target property to be animated.

No

No

Property Namespace

The property namespace to prepend to the newly created custom property types in this project. When you change the value of this property, Kanzi Studio asks you whether you want to change the existing custom property type names which use this namespace.

No

No

Property Types

The property types whose properties can be edited in the materials of this material type

No

No

PVRTC Bit Depth

The amount of bits to use to encode each pixel.

No

No

PVRTC Compression Scheme

The compression scheme to use.

No

No

PVRTC Encoding Quality

The quality level to use when compressing the image.

No

No

Radius

The radius of the sphere

No

No

Radius

The radius of the arc

No

No

Radius

The radius of the circle

No

No

Radius A

The radius along the x-axis

No

No

Radius B

The radius along the y-axis

No

No

Read Only

Sets whether the Text Box node is editable. When you enable this property, you can set the text only through the Text property and the user cannot edit the text in the Text Box node.

No

Yes

Recognition Threshold

Sets the distance in pixels that the pointer has to move for the scrolling to start in the Trajectory List Box 3D.

No

Yes

Recognition Threshold

Sets the distance in pixels that the pointer has to move for the scrolling to start in the Grid List Box.

No

Yes

Recognition Threshold

Sets the amount a pointing device must move for the scrolling to start on a Scroll View node.

No

Yes

Reference for Absolute Paths

Required if using absolute paths for animation targets in timeline entries. Defines the scope of nodes that can be referenced.

No

No

Reference for Targeting

Required if using absolute paths for animation targets in animation child clips. Defines the scope of nodes that can be referenced.

No

No

Remove ICC Profile From PNG Images

Whether to remove the ICC profile from the PNG images files during kzb file export.

No

No

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

Render Pass

The RenderPass used for rendering the Scene for the Viewport. Instantiated from the RenderPassPrefab. Set internally by Kanzi whenever RenderPassPrefabProperty changes.

No

Yes

Render Pass Prefab

Sets the Render Pass Prefab that this Render Pass View instantiates.

No

Yes

Render Pass Prefab

Sets which render pass prefab will be used to instantiate the render pass tree.

No

Yes

Render Self

Whether the node renders itself. Does not affect the rendering of child nodes.

No

Yes

Render Target

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.

No

Yes

Render Target Minimum Height

Sets the minimum height of implicitly generated render targets.

No

Yes

Render Target Minimum Width

Sets the minimum width of implicitly generated render targets.

No

Yes

Render Target Reallocation Limit

The change in size that triggers reallocation of a render target.

No

Yes

Render Target Type

Defines which kind of data the texture is to contain: COLOR / DEPTH

No

No

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

Render Transformation

The 2D transformation to be applied after layouting.

No

Yes

Render Transformation Origin

Sets the render transform origin in relative coordinates.

No

Yes

Rendering Viewport

Viewport applied by DrawObjectsRenderPass rendering.

No

Yes

Repeat Count

The amount of times the target animation will be played (1 for one time playback). Endless loop can be defined using “Infinite” checkbox.

No

No

Resolution

Sets the dimensions of the automatically created composition cubemap target textures. The default value is 64.

No

Yes

Resolution Divisor

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. For more fine-grained control, bind from the InputViewport property to Width and Height properties.

No

Yes

Resolution Multiplier

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. For more fine-grained control, bind from the InputViewport property to Width and Height properties.

No

Yes

Resolve Immediately

Whether to generate mipmaps for the composition target texture immediately after rendering. By default the Cubemap Render Pass generates mipmaps immediately. When you continue rendering to the composition target in another Cubemap Render Pass that performs the resolve, disable this property.

No

Yes

Resolve Immediately

Whether to resolve multisamples and generate mipmaps for the composition target texture immediately after rendering. By default the Composition Target Render Pass resolves multisamples and generates mipmaps immediately. When you continue rendering to the composition target in another Composition Target Render Pass that performs the resolve, disable this property.

No

Yes

Resource Keep Alive Behavior

The keep-alive behavior to be inherited by resources in the project. Can be used to deny unloading of resources.

No

No

Resource Visibility Across Projects

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.

No

No

Result Depth Texture

The cubemap depth texture to which the Cubemap Render Pass renders its content.

No

Yes

Result Depth Texture

The depth texture to which the Composition Target Render Pass renders its content.

No

Yes

Result Texture

The result cubemap texture that was rendered to by the Cubemap Render Pass.

No

Yes

Result Texture 0

The first color texture to which the Composition Target Render Pass renders its content.

No

Yes

Result Texture 1

The second color texture to which the Composition Target Render Pass renders its content.

No

Yes

Result Texture 2

The third color texture to which the Composition Target Render Pass renders its content.

No

Yes

Result Texture 3

The fourth color texture to which the Composition Target Render Pass renders its content.

No

Yes

Reversed

Defines whether the stack layout arranges its items in reverse order.

No

Yes

Reversed Scrolling

Whether the scroll position in the Trajectory List Box node increases in relation to the direction of the pan gesture. This reverses the direction of scrolling. By default, the scroll position decreases in relation to the pan direction, which makes the list items move toward the direction of the trajectory.

No

Yes

Reversed Scrolling

Whether the scroll position in the Grid List Box node increases in relation to the direction of the pan gesture. This reverses the direction of scrolling. By default, the scroll position decreases in relation to the pan direction and items moves to same direction with the pan gesture.

No

Yes

Reversed X Axis Scroll

Whether the scroll position of the x axis increases in relation to the direction of the pan gesture. This reverses the direction of scrolling. By default, the scroll position decreases in relation to the pan direction.

No

Yes

Reversed Y Axis Scroll

Whether the scroll position of the y axis increases in relation to the direction of the pan gesture. This reverses the direction of scrolling. By default, the scroll position decreases in relation to the pan direction.

No

Yes

Revolutions

Revolutions of the spiral trajectory

No

No

Right Image

The image to use in the center-right.

No

Yes

Rotation Offset

The angle in degrees by which to rotate a Page node.

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

Round up Image Dimensions to Nearest Power of Two

Whether to round up the width and height of images to the nearest power of two during kzb file export. For example, when you enable this property, Kanzi Studio exports a 40 x 30 pixel image to the kzb file in the size 64 x 32 pixels.

No

No

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

Rows

Defines the number of rows in a grid layout and how the grid layout distributes the content in rows.

No

Yes

Samples

The number of multisample samples used for each pixel for this render target.

No

No

Save Last Focused Node

When this property is enabled, Kanzi remembers the last-focused node in this Activity and sets the key focus to that node when you activate this Activity again. This is the default. When you do not want Kanzi to remember the last-focused node in this Activity, disable this property.

No

Yes

Scale Offset

The factor by which to scale a Page node.

No

Yes

Scissor Area

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.

No

Yes

Scissor Mode

Sets the scissor test coordinate mode.

No

Yes

Screen Clear Color

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.

No

Yes

Screen Resolution

A selection of pre-defined absolute screen resolutions / a custom resolution

No

No

Scroll Bounds Maximum

Sets the coordinates of the bottom-right corner of the scroll bounds rectangle. Scroll bounds define where the scrolling begins and ends.

No

Yes

Scroll Bounds Minimum

Sets the coordinates of the top-left corner of the scroll bounds rectangle. Scroll bounds define where the scrolling begins and ends.

No

Yes

Scroll Position

Sets the scroll position of the Scroll View along the x and y axes as a relative position within the scroll view area. Use this property to set the scroll position immediately, without scrolling. To update the scroll position with a binding, use a two-way or to-source binding.

No

Yes

Scroll Position

Sets the scroll position of the Trajectory List Box 3D along the x and y axes as a relative position within the list box area. Use this property to move the list to a scroll position immediately, without scrolling. To update the scroll position with a binding, use a two-way or to-source binding.

No

Yes

Scroll Position

Sets the scroll position of the Grid List Box along the x and y axes as a relative position within the list box area. Use this property to move the list to a scroll position immediately, without scrolling. To update the scroll position with a binding, use a two-way or to-source binding.

No

Yes

Scroll Sensitivity

Sets the amount that the scroll position changes relative to the movement of the pointer. The default value 1 makes the Grid List Box scroll the same amount as the user drags the pointer. For example, to set the Grid List Box to scroll twice the amount that the user drags the pointer, set the value of the property to 2.

No

Yes

Scroll Sensitivity

Sets the amount that the scroll value changes relative to the movement of the pointer on the scroll view plane of the Trajectory List Box 3D. The default value 1 makes the Trajectory List Box 3D scroll the same amount as the user drags the pointer. For example, to set the Trajectory List Box 3D to scroll twice the amount that the user drags the pointer, set the value of the property to 2.

No

Yes

Scroll Sensitivity

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. The default value is 1.

No

Yes

Scroll Speed

Reports the current scroll speed of the Grid List Box.

No

Yes

Scroll Speed

The current scroll speed (read-only).

No

Yes

Scroll Target Position

The current target scroll value (read-only).

No

Yes

Scroll Target Position

Reports the current target scroll value of the Grid List Box.

No

Yes

Scrolling

Whether a Scroll View node is currently scrolling (read-only).

No

Yes

Scrolling

Reports whether the Grid List Box is currently scrolling.

No

Yes

Secondary Direction

The direction along which the flow layout arranges lines of the primary direction.

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

Selected Item Index

Sets the index of the item that is currently selected in the 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

Selection Background Brush

Sets the brush that highlights the selected text.

No

Yes

Selection Background Color

Sets the color that highlights the selected text.

No

Yes

Selection Behavior

Sets how the List Box behaves when the user selects an item. ‘Bring to Center’ sets the List Box to bring an item to the center of the List Box area when the user selects that item.

No

Yes

Selection End Cursor Position

The position of the cursor that marks the end of text selection in the Text Box node.

No

Yes

Selection End Prefab

Sets the prefab template that defines the appearance of the selection handle at the end of text selection instead of the default handle.

No

Yes

Selection Font Color

Sets the color of the selected text.

No

Yes

Selection Foreground Brush

Sets the brush for the selected text.

No

Yes

Selection Start Cursor Position

The position of the cursor that marks the beginning of text selection in the Text Box node.

No

Yes

Selection Start Prefab

Sets the prefab template that defines the appearance of the selection handle at the beginning of text selection instead of the default handle.

No

Yes

Shader Version

Sets the OpenGL ES version in the shaders of this material type. The value of this property overrides the #version directive in the shader source files. When you do not set this property, Kanzi uses the #version directive in the shader source files.

No

No

Shadow Angle

Sets the direction of the shadow as an angle relative to the positive x axis. The default is 45 degrees. When you set the Override Shadow Offset property, this property has no effect.

No

Yes

Shadow Blur Radius

Sets the softness of the shadow by defining the distance in pixels the shadow blur extends outward from an edge. For a shadow with sharp edges, set to 0. The default is 8 pixels.

No

Yes

Shadow Color

Sets the color and alpha of the shadow.

No

Yes

Shadow Distance

Sets how far to move the shadow from the object in the direction set by the Shadow Angle property. The default is 10 pixels. When you set the Override Shadow Offset property, this property has no effect.

No

Yes

Shadow Only

Whether to render only the shadow without the node contents.

No

Yes

Shadow Quality

Sets the visual quality of the shadow. Lower quality uses less computing and memory resources.

No

Yes

Shadow Type

Sets the type of the shadow: - Drop Shadow appears behind or below objects. - Inner Shadow appears inside objects.

No

Yes

Show Children in Layer Thumbnails

Whether to show the child items in the thumbnails of the layer view that have direct content, such as image and viewport.

No

No

Side

The docking side of an item in the dock layout.

No

Yes

Size

The size of the image on disk in pixels (Read-only)

No

No

Size

The size of the rectangle trajectory

No

No

Slide Offset

The offset to slide a Page node in horizontal or vertical direction:nX [-1, 1] to move the Page node horizontallynY [-1, 1] to move the Page node vertically

No

Yes

Sliding Acceleration

Sets the acceleration of the Grid List Box after the user releases the pointer with which they scroll the Grid List Box. The higher the value, the quicker the Grid List Box reaches the scroll target. The default value is 40.

No

Yes

Sliding Acceleration

Sets the acceleration of the Trajectory List Box 3D after the user releases the pointer with which they scroll the Trajectory List Box 3D. The higher the value, the quicker the Trajectory List Box 3D reaches the scroll target. The default value is 40.

No

Yes

Sliding Acceleration

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.

No

Yes

Sliding Drag

Sets how much drag affects the movement of the Grid List Box after the user releases the pointer with which they scroll the Grid List Box. The lower the value, the higher the drag and the quicker the scrolling of the Grid List Box stops. The default value is 80.

No

Yes

Sliding Drag

Sets how much drag affects the movement of the Trajectory List Box 3D after the user releases the pointer with which they scroll the Trajectory List Box 3D. The lower the value, the higher the drag and the quicker the scrolling of the Trajectory List Box 3D stops. The default value is 80.

No

Yes

Sliding Drag

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.

No

Yes

Smoothness

The smoothness of the trapezoid trajectory

No

No

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

Snap to Pixel

Snap the translation of the node and its size into pixel boundary.

No

Yes

Spacing

Sets the distance between the items in the Trajectory List Box 3D.

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

Sphere Type

Sets the tessellation type of the sphere: - UV Sphere consists of fans of triangles at the poles and quad faces elsewhere. This is the default. - Icosphere is a subdivided icosahedron that consists of triangles. - Quad Sphere is a subdivided box consisting of quads projected to a sphere.

No

No

Spline

The spline to use in the spline trajectory

No

No

Spot Light

Spot light settings

No

No

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

Spot Lights

Use this property to bind the spot light set for rendering.

No

Yes

sRGB Content

Whether to use the sRGB color space for the image format.

No

No

Start Offset

Sets the offset of the starting position of the items on the trajectory in the range [0, 1], where 0 is the beginning and 1 is the end of the trajectory.

No

Yes

Start Radius

Start radius of the spiral

No

No

Start Time

The starting time of the target on the hosting sequence

No

No

Start Time

The starting time of the global timeline.

No

No

Start Time

The starting time of the clip.

No

No

State Manager

Sets the State Manager to the node.

No

Yes

Stencil Fail Operation

Sets the operation that the render pass performs when the stencil test fails.

No

Yes

Stencil Function Mask

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.

No

Yes

Stencil Function Reference Value

Sets the reference value for the stencil test.

No

Yes

Stencil Pass Depth Fail Operation

Sets the operation that the render pass performs when the stencil test passes, but the depth test fails.

No

Yes

Stencil Pass Depth Pass Operation

Sets the operation that the render pass performs when both, the stencil and the depth test, pass.

No

Yes

Stencil Test Function

Controls whether the stencil test discards a fragment.

No

Yes

Stencil Write Enabled

Sets whether to enable writing to the stencil buffer.

No

Yes

Step Multiplier

Sets the smallest distance that a Scroll View scrolls.

No

Yes

Step Value

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

No

Yes

Stretch

Whether to scale this Trajectory Layout to match the layout size.

No

Yes

Stretch Type Bottom

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.

No

Yes

Stretch Type Center

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.

No

Yes

Stretch Type Left

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.

No

Yes

Stretch Type Right

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.

No

Yes

Stretch Type Top

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.

No

Yes

Style

Sets a style to the node.

No

Yes

Style Type

Defines how the style is applied: - Named styles are applied to the objects that set the style in their Style property. - Target styles are applied to the descendant objects of all object types set in the style Target Type property and have the style in their resource dictionary. - Global styles are applied to all object types set in the Target Type property.

No

No

Subdivisions

Sets the number of subdivisions to apply to the plane. With the default value 0, the plane consist of one tile. Each subdivision increases the number of tiles in the plane quadratically: the number of tiles equals (subdivisions + 1)^2.

No

No

Subdivisions

Sets the number of subdivisions to apply on top of the most basic sphere. Each subdivision increases the number of faces in the sphere. The default is 6.

No

No

Subdivisions

Sets the number of subdivisions to apply to the box. With the default value 0, each face of the box consist of one tile. Each subdivision increases the number of tiles in each face quadratically: the number of tiles per face equals (subdivisions + 1)^2.

No

No

Support Simple RenderTarget

Allow rendering to the texture without using a render pass.

No

No

Swipe Distance

Sets the distance that a swipe sends the scroll value in the Trajectory List Box 3D, relative to the speed of the pointer.

No

Yes

Swipe Distance

Sets the distance that a swipe sends the scroll value, relative to the pointing device speed.

No

Yes

Swipe Distance

Sets the distance that a swipe sends the scroll value in the Grid List Box, relative to the speed of the pointer.

No

Yes

Tags

List of tags attached to the item

No

No

Tangent Generation Mode

Sets how Kanzi generates vertex tangents for the meshes in this asset: - Automatic chooses the method based on the material that the mesh uses. - Legacy calculates the tangents using a legacy algorithm. - MikkTSpace calculates the tangents using the MikkTSpace tangent space algorithm.

No

No

Target

The target of the bookmark

No

No

Target Animation

The animation clip or timeline sequence to be inserted into the hosting timeline. Can include animation overrides (See Animation Sharing) that are mappings from the target project items of the target animation into arbitrary other project items.

No

No

Target Format

The format of the image in the exported kzb file.

No

No

Target Graphics API

The version of OpenGL used when exporting shader parameters.

No

No

Target Property

The property on the target item that is to be animated. When animating parts of array or struct properties a path to the sub-property can be given as an expression.

No

No

Target Type

The node type to which the style applies.

No

No

Target Vertex Cache Size

The size in bytes of the vertex cache on the target hardware. Kanzi Studio uses this value when you enable the Optimize Meshes property.

No

No

Tessellation Control Shader Compile

The command line to compile tessellation control shader. If you do not want Kanzi to compile the tessellation control shader separately, leave this empty.

No

No

Tessellation Evaluation Shader Compile

The command line to compile tessellation evaluation shader. If you do not want Kanzi to compile the tessellation evalution shader separately, leave this empty.

No

No

Text

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

No

Yes

Text Hint Prefab

Sets the prefab template for showing placeholder content when the Text Box node is empty.

No

Yes

Text Horizontal Alignment

Sets the horizontal alignment of the text.

No

Yes

Text Key Navigation Direction

Sets the text key navigation direction.

No

Yes

Text Vertical Alignment

Sets the vertical alignment of the text.

No

Yes

Texture

The texture of the material.

No

Yes

Texture 0

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

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 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

Theme

The theme in which this binary shader format is used

No

No

Timeline

The animation timeline to play in Progressive Rendering Viewport 2D

No

Yes

Toggle State

Sets the toggle state of the Button.

No

Yes

Toggle State Count

Sets the number of toggle states of the Button.

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

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

Trajectory

Sets the Trajectory along which this Trajectory Layout node arranges its items.

No

Yes

Trajectory

Sets the trajectory along which the Trajectory List Box 3D arranges its items.

No

Yes

Trajectory Override Offset

Sets the offset of an item in a Trajectory Layout. When you do not set this property, the Trajectory Layout sets the offset.

No

Yes

Transition Phase

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

No

Yes

Transitions

Transitions to be used within this PageHost node.

No

Yes

Truncation

Sets how Kanzi truncates text when either Truncation or Overflow property is set and the text does not fit in this node: - None disables text truncation. - At character truncates text character by character. Default value. - At word truncates text by entire words.

No

Yes

Truncation Direction

Sets which part Kanzi truncates when either the Truncation or Overflow property is set and the text does not fit in this node: - Trailing truncates single- and multiline text at the end. Default value. - Center truncates single-line text in the middle. For multiline text, truncates entire lines from the middle, if the text does not fit in the height of this node, and clips text that does not fit in the width of this node. - Leading truncates single-line text in the beginning. For multiline text, truncates entire lines from the beginning, if the text does not fit in the height of this node, and clips text that does not fit in the width of this node.

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

Type

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.

No

Yes

Uniforms

The uniform attributes the shader uses to render the material. Uniforms with FIXED_UNIFORM source type have reserved names and are supplied to the shader by Kanzi engine. Uniforms with PROPERTY_TYPE source type are specified using the properties in the materials. Uniforms with NO_SOURCE source type do not have a source specified; use Sync with Uniforms button to fix that.

No

No

Use Camera Aspect Ratio

Whether to use the Aspect Ratio of the active Camera node to render this asset. By default Kanzi ignores the aspect ratio of the camera.

No

No

Use Free Camera Interest Position

When enabled, Kanzi creates a camera target node at the interest position of the Free Camera nodes and adds corresponding look at constraint. This is disabled by default as free cameras are not normally constrained to interest position. Enabling this may fix erroneous camera orientations on certain FBX files.

No

No

Use Original Image

Whether or not to use original image in images folder directly instead of compressing it when exporting kzb. Note that use of the original image is not always possible.

No

No

Use Screen Space

Whether to layout the mask relative to the screen instead of the node.

No

Yes

Use Viewport Aspect Ratio

Whether to use the aspect ratio setting from the viewport in render pass. If not, you can set the aspect ratio in the camera.

No

Yes

Value

The current value.

No

Yes

Vertex Shader Compile

The command line to compile vertex shader. If you do not want Kanzi to compile the vertex shader separately, leave this empty.

No

No

Vertical Alignment

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

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

Vertical Padding

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

No

Yes

Vertical Padding

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

No

Yes

Viewport Area

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.

No

Yes

Viewport Mode

Sets the coordinate type for the Viewport node.

No

Yes

Visibility Across Projects

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.

No

No

Visible

When disabled, Kanzi does not render the node.

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

Width

Relative width of the window (0,1]

No

No

Width

The width of the box (along X axis)

No

No

Width

Absolute width of the window in pixels

No

No

Width

The width of the plane (along X axis)

No

No

Width

Sets the absolute width for the automatically created composition target textures. If this property is not set, the size is taken from the current composition stack state using the values of the Resolution Multiplier and Resolution Divisor properties.

No

Yes

Width

Width of the texture

No

No

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

Wrap Mode

How the 3D hardware handles the texture mapping when the UV coordinates are outside of the 0 to 1 range.

No

No

Z Far

The distance of the camera far clipping plane. The camera shows only the objects that are closer than the value set in this property.

No

Yes

Z Near

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.

No

Yes

Zoom

Sets the current zoom level.

No

Yes

Zoom Affects Scrolling

Controls whether the scroll position is scaled, according to the zoom level.

No

Yes

Zoom Enabled

Sets whether to install a pinch manipulator that generates zoom messages.

No

Yes

Messages

Activity Host: Activity Prefab Attached

An Activity Host sends this message when it attaches the prefab of the Activity that is activated.

No

Yes

Activity Host: Activity Prefab Detached

An Activity Host sends this message when it detaches the prefab of the Activity that is deactivated.

No

Yes

Activity: Activated

An Activity sends this message when it is activated.

No

Yes

Activity: Activating

An Activity sends this message when it is in the activating state.

No

Yes

Activity: Deactivated

An Activity sends this message when it is deactivated.

No

Yes

Activity: Deactivating

An Activity sends this message when it is in the deactivating state.

No

Yes

Activity: Status Changed

An Activity sends this message when the value of its Activity Status property changes.

No

Yes

Animation Player: Completed

Occurs when animation player completes animation playback.

No

Yes

Animation Player: Started

Occurs when animation player starts animation playback.

No

Yes

Animation Player: Stopped

Occurs when animation player stops animation playback.

No

Yes

Button: Cancel

Occurs when a user lifts their finger outside of a Button that they previously pressed.

No

Yes

Button: Click

Occurs when a user lifts their finger on top of a Button that they previously pressed and when the time set by the Auto Press Interval property in the pressed Button expires.

No

Yes

Button: Down

Occurs when the user presses down the Button.

No

Yes

Button: Enter

Button: Enter trigger is set off: - When the user presses down the button. - When the user presses down the button, moves the pointer outside of the button area, and then moves the pointer back to the button area while still holding down the pointer.

No

Yes

Button: Leave

Button: Leave trigger is set off: - When the user presses down the button and then lifts the pointer. - When the user presses down the button and then moves the pointer outside of the button area. - When the user sets off a Button : Long Press trigger.

No

Yes

Button: Long Press

Occurs when the user presses down a Button and holds the Button pressed for the amount of milliseconds defined in the Hold Interval property of that Button.

No

Yes

Click: Begin

Occurs when the user presses a hit-testable node with a Click Manipulator. You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Click: Cancel

Occurs when the user first presses a hit-testable node with a Click Manipulator, then moves the pointer outside of the node area, and lifts the pointer. You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Click: Click

Occurs when the user presses and releases a hit-testable node with a Click Manipulator, while the pointer is still within the node area and Kanzi does not recognize another gesture. You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Click: Enter

Occurs when the user presses a hit-testable node with a Click Manipulator and then every time the user moves the pointer on top of that node while still holding down the pointer. You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Click: Leave

Occurs when the user presses a hit-testable node with a Click Manipulator and then every time the user moves the pointer outside of that node. You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Command: Command

Command message arguments

No

Yes

Data Trigger

Monitors changes in properties and data source values. Use a Data Trigger to apply an action to either set a property value of a target node or activate an Activity node.

No

Yes

Drag and Drop Manipulator: Drag and Drop Canceled

Occurs when focus moves away from the node during the drag-and-drop gesture.

No

Yes

Drag and Drop Manipulator: Drag and Drop Finished

Occurs when the user lifts their finger after starting the drag-and-drop gesture.

No

Yes

Drag and Drop Manipulator: Drag and Drop Moved

Occurs when the user moves their finger after starting the drag-and-drop gesture.

No

Yes

Drag and Drop Manipulator: Drag and Drop Started

Occurs when the user holds their finger for 500ms on the node.

No

Yes

Focus: About To Gain Focus

Kanzi sends this message before a focusable node receives focus.

No

Yes

Focus: About To Lose Focus

Kanzi sends this message before the focused node loses focus.

No

Yes

Focus: Focus Entered Focus Scope

When focus enters a focus scope, Kanzi sends this message to the focus scope node that contains the node that gains focus.

No

Yes

Focus: Focus Gained

Kanzi sends this message to the node that received focus.

No

Yes

Focus: Focus Left Focus Scope

When focus leaves a focus scope, Kanzi sends this message to the focus scope node that contains the node that loses focus.

No

Yes

Focus: Focus Lost

Kanzi sends this message to the node that lost focus.

No

Yes

Focus: Input Outside Overlay

Kanzi sends this message to an overlay focus scope when the application area outside the boundaries of that overlay receives input.

No

Yes

Focus: Overlay Brought To Front

Occurs when an overlay focus scope becomes the foremost overlay scope in the overlay focus scope stack.

No

Yes

Focus: Overlay Gained Focus

When an overlay scope gains focus, Kanzi sends this message to the overlay scope node that contains the node that gains focus.

No

Yes

Focus: Overlay Lost Focus

When an overlay scope loses focus, Kanzi sends this message to the overlay scope node that contains the node that loses focus.

No

Yes

Focus: Overlay Sent To Back

Occurs when an overlay focus scope is no longer the foremost overlay scope in the overlay focus scope stack.

No

Yes

Focus: Scope Brought To Front (deprecated)

Occurs when an overlay focus scope is brought to front. Deprecated. Use Overlay Brought To Front instead.

No

Yes

Focus: Scope Sent To Back (deprecated)

Occurs when a foremost overlay focus scope is sent to back. Deprecated. Use Overlay Sent to Back instead.

No

Yes

Key Input: Key Canceled

Occurs when Kanzi recognizes a key-canceled gesture. A key-canceled gesture occurs when Kanzi recognizes that the user canceled a gesture.

No

Yes

Key Input: Key Navigation Canceled

Occurs when the key-pressed gesture is canceled for the navigation direction.

No

Yes

Key Input: Key Navigation Finished

Occurs when Kanzi recognizes the key-released gesture for the navigation direction. To capture key navigation gestures for a node, create a Navigation Manipulator component in that node.

No

Yes

Key Input: Key Navigation Started

Occurs when Kanzi recognizes the key-pressed and key repeat gestures for the navigation direction. To capture key navigation gestures for a node, create a Navigation Manipulator component in that node.

No

Yes

Key Input: Key Pressed

Occurs when Kanzi recognizes a key-pressed gesture. A key-pressed gesture occurs when Kanzi recognizes a key event that contains all the elements that compose that gesture.

No

Yes

Key Input: Key Released

Occurs when Kanzi recognizes a key-released gesture. A key-released gesture occurs when Kanzi recognizes the release of one of the elements that compose that gesture.

No

Yes

List Box: Item Hidden

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.

No

Yes

List Box: Item Selected

Occurs when an item is selected.

No

Yes

List Box: Item Visible

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.

No

Yes

List Box: Scroll Finished

Occurs when the List Box stops scrolling.

No

Yes

List Box: Scroll Started

Occurs when the List Box starts to scroll.

No

Yes

List Box: Scrolled

Occurs when the List Box scrolls.

No

Yes

List Box: Target Changed

Occurs when List Box gets a new target item.

No

Yes

List Box: User Scroll Finished

Occurs when the application user stops scrolling the List Box.

No

Yes

List Box: User Scroll Started

Occurs when the application user starts to scroll the List Box.

No

Yes

Long Press: Long Press

Occurs when the user presses a hit-testable node with a Long-Press Manipulator and holds the press for the time that you set in the Long-Press Manipulator. You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Long Press: Long Press Cancel

Occurs during the long-press gesture when the user moves the focus away from a hit-testable node with a Long-Press Manipulator. You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Message Trigger

No

Yes

Multi-Click: Intermediate Click

Occurs when the user presses and releases a hit-testable node with a Multi-Click Manipulator that is set to send messages for intermediate clicks. To set a Multi-Click Manipulator to send messages for intermediate clicks, in the Multi-Click Manipulator enable the Send Intermediate Click Messages property. You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Multi-Click: Multi-Click

Occurs when the user presses and releases a hit-testable node with a Multi-Click Manipulator a specified number of times (default 2) within a set amount of time (default 250 ms) between presses. You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

Multi-Click: Multi-Click Canceled

Occurs during the multi-click gesture when the user moves the focus away from a hit-testable node with a Multi-Click Manipulator. You cannot use this trigger with nodes that handle input by default, such as Button and Toggle Button nodes.

No

Yes

On Attached

This trigger is set off when the item is initialized. For example, when you add a node to the node tree, or enter a state that contains this trigger.

No

Yes

On Property Change

Occurs when a property is changed

No

Yes

On Timer

Occurs when timer interval is elapsed

No

Yes

Page Host: Page Navigation Finished

Page host has finished navigation process.

No

Yes

Page Host: Page Navigation Started

Page host has started navigation process.

No

Yes

Page: Activated

Page has been activated.

No

Yes

Page: Deactivated

Page has been deactivated.

No

Yes

Pan Manipulator: Pan Canceled

Occurs when focus moves away from the node during the pan gesture.

No

Yes

Pan Manipulator: Pan Entered

Occurs when the pan gesture enters the node the manipulator is attached to.

No

Yes

Pan Manipulator: Pan Finished

Occurs when the user lifts their finger after Kanzi recognizes a pan gesture.

No

Yes

Pan Manipulator: Pan Left

Occurs when the pan gesture leaves the node the manipulator is attached to.

No

Yes

Pan Manipulator: Pan Moved

Occurs when the user changes the position of their finger and that change exceeds the recognition thresholds.

No

Yes

Pan Manipulator: Pan Started

Occurs when the user presses down their finger on the node. If the user lifts their finger before exceeding the position change threshold, Kanzi cancels the pan gesture.

No

Yes

Pinch Manipulator: Pinch Canceled

Occurs when focus moves away from the node during the pinch gesture.

No

Yes

Pinch Manipulator: Pinch Finished

Occurs when the user lifts their finger after Kanzi recognizes a pinch gesture.

No

Yes

Pinch Manipulator: Pinch Moved

Occurs when the user changes the position of their finger and that change exceed the scale or rotation threshold.

No

Yes

Pinch Manipulator: Pinch Started

Occurs when the user presses down their finger. If the user lifts their finger before it exceeds the scale or rotate threshold, Kanzi cancels the pinch.

No

Yes

Prefab View: Asynchronous Load Completed

Occurs when asynchronous loading of resources from a prefab has been finished.

No

Yes

Property Target Easing Interpolator: Easing Interpolation Completed

Occurs when Property Target Easing Interpolator completes its interpolation.

No

Yes

Property Target Interpolator: Interpolation Completed

Occurs when property target interpolator completes interpolation.

No

Yes

Range: Value Change Finished

Occurs when the range value stops changing.

No

Yes

Range: Value Change Started

Occurs when the range value starts changing.

No

Yes

Range: Value Changed

Occurs when the range value has changed.

No

Yes

Scroll View: Scroll Ended

Occurs when the scroll position of a Scroll View node stops changing.

No

Yes

Scroll View: Scroll Started

Occurs when the scroll position of a Scroll View node starts changing.

No

Yes

Scroll View: Scroll Zoomed

Occurs when the zoom level of a Scroll View node changes.

No

Yes

Scroll View: Scrolled

Occurs when the scroll position of a Scroll View node changes.

No

Yes

Scroll View: Snap Request

Occurs when a Scroll View node requests snapping target from the hosting component.

No

Yes

Scroll View: User Scroll Ended

Occurs when the user stops scrolling a Scroll View node.

No

Yes

Scroll View: User Scroll Started

Occurs when the user starts scrolling a Scroll View node.

No

Yes

State Manager: Entered State

Occurs when a state manager has entered a state.

No

Yes

State Manager: Left State

Occurs when a state manager has left a state.

No

Yes

State Manager: Transition Finished

Occurs when a state manager finishes a transition to a state.

No

Yes

State Manager: Transition Started

Occurs when a state manager begins a transition to a state.

No

Yes

Text Box: Composition Text Changed

Occurs when the text produced in an Input Method Editor is updated in a Text Box node.

No

Yes

Text Box: Composition Text Committed

Occurs: - When the text produced in an Input Method Editor is committed to the cached text in a Text Box node. - When a trigger executes the Commit Composition Text action.

No

Yes

Text Box: Cursor Moved

Occurs when the user moves the cursor in a Text Box node.

No

Yes

Text Box: Editing Finished

Occurs when a Text Box node leaves the editing state after the user modified the text content.

No

Yes

Text Box: Editing Started

Occurs when the user makes the first modification to the text in a Text Box node that is in the editing state.

No

Yes

Text Box: Entered Editing State

Occurs when a Text Box node enters the editing state.

No

Yes

Text Box: Input Method Action

Occurs when the user taps the action button on their on-screen keyboard while editing the text in a Text Box node.

No

Yes

Text Box: Input Method Available

Occurs when an input method becomes available to a Text Box node. For example, an on-screen keyboard becomes available when it appears on the screen.

No

Yes

Text Box: Input Method Unavailable

Occurs when the input method that is composing text in a Text Box node becomes unavailable. For example, an on-screen keyboard becomes unavailable when the user hides it.

No

Yes

Text Box: Left Editing State

Occurs when a Text Box node leaves the editing state

No

Yes

Text Box: Selection Changed

Occurs when the user changes the text selection in a Text Box node.

No

Yes

Text Box: Selection Cleared

Occurs when the user clears or resets the text selection in a Text Box node.

No

Yes

Text Box: Selection Started

Occurs when the user starts selecting text in a Text Box node.

No

Yes

Text Box: Text Changed

Occurs when the user changes the text in a Text Box node.

No

Yes

Text Box: Text Composition Canceled

Occurs: - When the text composition in a Text Box node is canceled by Input Method that is in text composition state. - When a trigger executes the Cancel Text Composition action.

No

Yes

Toggle Button Group: Toggled

Occurs when the toggle state of a Toggle Button node in a Toggle Button Group node changes.

No

Yes

Toggle Button: State Toggled

Occurs when the toggle state of the Button changes.

No

Yes

Toggle Button: Toggled Off

Occurs when the Button is toggled off.

No

Yes

Toggle Button: Toggled On

Occurs when the Button is toggled on.

No

Yes