Directional Light¶
Directional Light properties¶
Name |
Description |
Inherited |
Exported to Kanzi Engine |
---|---|---|---|
Light Type |
A reference to a light property type that defines the type of the light. |
No |
No |
Tags |
List of tags attached to the item |
No |
No |
Imported from |
The source, the project reference or the 3D asset source file from where the item was imported into this project |
No |
No |
Import Source ID |
No |
No |
|
Original Name |
The name of the item in the import source |
No |
No |
Effective Data Context |
The data context in the current node that is resolved from data context properties and bindings |
No |
No |
Effective Activity Source |
The data source for this Activity node. |
No |
No |
Name |
Name of the project item |
No |
No |
Created |
The time when the project item was created |
No |
No |
Light Enabled |
Whether the light is switched on or off. Only lights that are switched on affect rendering. |
No |
Yes |
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 |
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 |
Directional Light available properties¶
Name |
Description |
Inherited |
Exported to Kanzi Engine |
---|---|---|---|
Disable KZB Export |
Disables the exporting of the item into KZB. Can be used for, e.g. letting items out from certain profiles. The disabled items are always included in preview. |
No |
No |
Brush Color |
Color for brush. Set alpha to 0 to disable brush. |
No |
Yes |
Brush Texture |
Texture for brush. |
No |
Yes |
Layout Depth |
The size of the node in depth direction when used in a layout. Overrides the default bounds of the item. |
No |
Yes |
Code Behind Source |
Sets the metaclass name of the code behind class for this node. |
No |
Yes |
Layout Height |
The height of the node when used in a layout. Overrides the default bounds of the item. |
No |
Yes |
Layout Width |
The width of the node when used in a layout. Overrides the default bounds of the item. |
No |
Yes |
Cutoff |
Sets the angle of the light cone in degrees. |
No |
Yes |
Exponent |
Defines how fast a fully lit area at the center of the light cone turns into an unlit area. |
No |
Yes |
Inner Angle |
Sets the inner angle of the light cone in degrees. |
No |
Yes |
Light Type Name |
The property type name of the light. |
No |
Yes |
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 |
Spot Light Attenuation |
Sets the effect that this Spot Light has on nodes that are farther away. Distance of light from the lighted surface is input in a quadratic function, the 3 components are the constant, linear and quadratic coefficients for the distance variable. |
No |
Yes |
Spot Light Color |
Sets the color of the Spot Light. |
No |
Yes |
Spot Light Radius |
Sets the distance at which the intensity of the Spot Light reaches zero. For infinite distance, set the property value to 0. |
No |
Yes |
Global Ambient Color |
The color that is multiplied automatically with the "Ambient" property of the materials in the scene. |
No |
Yes |
Glyph Texture |
The automatic texture of the glyph cache. |
No |
Yes |
Font Color |
Sets the color of the text. |
No |
Yes |
Texture 1 |
Sets the second texture you want the Blit Render Pass to blit. |
No |
Yes |
Texture 2 |
Sets the third texture you want the Blit Render Pass to blit. |
No |
Yes |
Texture 3 |
Sets the fourth texture you want the Blit Render Pass to blit. |
No |
Yes |
Texture 0 |
Sets the first texture you want the Blit Render Pass to blit. |
No |
Yes |
Blend Intensity |
Controls the intensity of materials that are blended on top of an existing color. Attached property enables overriding of the blend intensity of the used materials at render pass or object node level. |
No |
Yes |
Alpha Cutoff |
Sets the cutoff threshold for alpha cutting. If the alpha value is less than the value of this property, Kanzi discards the fragment. The default value is 0.5. |
No |
Yes |
Ambient Color |
The color of the material when lights are not present. |
No |
Yes |
Base Color Factor |
Sets the base color for the material. |
No |
Yes |
Base Color Texture |
Sets the texture that contains the base color for the material. Use the Base Color Factor property to filter the value from this texture. |
No |
Yes |
BRDF Lookup Table |
Gets the Bidirectional Reflectance Distribution Function (BRDF) lookup table for the material. The BRDF table is a texture that contains precomputed information about how light reflects off a material. You can use it to improve rendering quality. |
No |
Yes |
Clear Coat Normal Scale |
Sets the clear coat normal scale for the material. Use the scale to set the intensity of the Clear Coat Normal Texture. |
No |
Yes |
Clear Coat Normal Texture |
Sets the texture that contains a clear coat normal map for the material. Use the Clear Coat Normal Scale property to scale the texture value. |
No |
Yes |
Clear Coat Roughness Factor |
Sets the roughness of the outer clear coat layer for the material: 0 represents a smooth, glossy surface, and 1 represents a rough, diffuse surface. |
No |
Yes |
Clear Coat Roughness Texture |
Sets the texture that contains a clear coat roughness map for the material. Kanzi reads the roughness from the Green channel of the texture. Use the Clear Coat Roughness Factor property to scale the roughness from this texture. |
No |
Yes |
Clear Coat Strength Factor |
Sets the clear coat strength for the material: 0 represents a material with no clear coat, and 1 represents a full strength clear coat. |
No |
Yes |
Clear Coat Strength Texture |
Sets the texture that contains a clear coat strength map for the material. Kanzi reads the strength from the Red channel of the texture. Use the Clear Coat Strength Factor property to scale the strength from this texture. |
No |
Yes |
Detail Base Color Factor |
Sets the detail base color for the material. The detail base color is alpha blended with the standard base color. |
No |
Yes |
Detail Base Color Texture |
Sets the detail texture that contains the base color for the material. Use the Detail Base Color Factor property to filter the value from this texture. The detail base color is alpha blended with the standard base color. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Clear Coat Normal Scale |
Sets the detail clear coat normal scale for the material. Use the scale to set the intensity of the Detail Clear Coat Normal Texture. |
No |
Yes |
Detail Clear Coat Normal Texture |
Sets the detail texture that contains a clear coat normal map for the material. Use the Detail Clear Coat Normal Scale property to scale the texture value. |
No |
Yes |
Detail Clear Coat Roughness Texture |
Sets the detail texture that contains a clear coat roughness map for the material. Use the Clear Coat Roughness Factor and Clear Coat Roughness Texture properties to scale the roughness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Clear Coat Strength Texture |
Sets the detail texture that contains a clear coat strength map for the material. Kanzi reads the strength from the Red channel of the texture. Use the Clear Coat Strength Factor and Clear Coat Strength Texture properties to scale the strength from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Diffuse Color Factor |
Sets the detail diffuse color for the material. Kanzi alpha blends the detail diffuse color with the standard diffuse color. |
No |
Yes |
Detail Diffuse Color Texture |
Sets the detail texture that contains the diffuse color for the material. Use the Detail Diffuse Color Factor property to filter the value from this texture. Kanzi alpha blends the detail diffuse color with the standard diffuse color. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Emissive Factor |
Sets the color of the light that is emitted from a detail texture for the material. This color affects the local material rendering, but the light is not cast to other objects. The detail emissive light is alpha blended with the standard emissive light. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Emissive Texture |
Sets the detail texture that contains the light emitted from the material. Use the Detail Emissive Factor property to scale the value from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Glossiness Texture |
Sets the detail texture that contains a glossiness map for the material. Kanzi reads the glossiness from the Alpha channel of this texture. Use the Glossiness Factor and Glossiness Texture properties to scale the glossiness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Metallic Texture |
Sets the detail texture that contains a metallic map for the material. Kanzi reads the metalness from the Blue channel of this texture. Use the Metallic Factor and Metallic Texture properties to scale the metalness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Normal Scale |
Sets the detail normal scale for the material. Use the scale to set the intensity of the Detail Normal Texture. |
No |
Yes |
Detail Normal Texture |
Sets the detail texture that contains a normal map for the material. Use the Detail Normal Scale property to scale the texture value. |
No |
Yes |
Detail Occlusion Strength |
Sets the detail occlusion strength for the material. Use the strength to set the intensity of the Detail Occlusion Texture. |
No |
Yes |
Detail Occlusion Texture |
Sets the detail texture that contains an occlusion map for the material. Kanzi reads the occlusion from the Red channel of this texture. Use the Detail Occlusion Strength property to scale the occlusion from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Roughness Texture |
Sets the detail texture that contains a roughness map for the material. Kanzi reads the roughness from the Green channel of the texture. Use the Roughness Factor and Roughness Texture properties to scale the roughness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Specular Color Factor |
Sets the detail specular color for the material. Kanzi alpha blends the detail specular color with the standard specular color. |
No |
Yes |
Detail Specular Color Texture |
Sets the detail texture that contains the specular color for the material. Use the Detail Specular Color Factor property to filter the value from this texture. Kanzi alpha blends the detail specular color with the standard specular color. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Texture Offset |
Sets the detail texture offset for the material. Kanzi adds this value to the UVs to produce a second set of detail UVs to use for all detail texture properties. |
No |
Yes |
Detail Texture Tiling |
Sets the detail texture tiling factor for the material. Kanzi multiplies this value by the UVs to produce a second set of detail UVs to use for all detail texture properties. |
No |
Yes |
Diffuse Color |
The color of the material when it is lit by a light. |
No |
Yes |
Diffuse Color Factor |
Sets the diffuse color for the material. |
No |
Yes |
Diffuse Color Texture |
Sets the texture that contains the diffuse color for the material. Use the Diffuse Color Factor property to filter the value from this texture. |
No |
Yes |
Emissive Color |
The color of the light that is emitted from the material surface. |
No |
Yes |
Emissive Factor |
Sets the color of the light that is emitted from the material. This color affects the local material rendering, but the light is not cast to other objects. |
No |
Yes |
Emissive Texture |
Sets the texture that contains the light emitted from the material. Use the Emissive Factor property to scale the value from this texture. |
No |
Yes |
Environment Ambient Factor |
Sets the strength of the cubemap texture to use for ambient environment light. Use the Environment Ambient Texture property to set the cubemap texture. The ambient environment light affects diffuse lighting in image based lighting. |
No |
Yes |
Environment Ambient Texture |
Sets the cubemap to use for the ambient environment light for the material. This cubemap affects the diffuse lighting during image based lighting. Use the Environment Ambient Factor property to set the strength of the cubemap texture. |
No |
Yes |
Environment Reflection Factor |
Sets the strength of the cubemap texture to use for specular environment light. Use the Environment Reflection Texture property to set the cubemap texture. The specular environment light affects reflective lighting in image based lighting. |
No |
Yes |
Environment Reflection Texture |
Sets the cubemap to use for the specular environment light for the material. This cubemap affects reflective lighting during image based lighting. Use the Environment Reflection Factor property to set the strength of the cubemap texture. |
No |
Yes |
Exposure |
Sets the exposure compensation for the material. The exposure compensation emulates camera exposure by controlling the total amount of light rendered. Use a negative value to darken the rendered image, and a positive value to lighten the image. Exposure is exponential: 1.0 is twice as bright as 0.0, and -1.0 is half as bright as 0.0. |
No |
Yes |
Glossiness Factor |
Sets the glossiness of the material: 0 represents a rough, diffuse surface, and 1 represents a smooth, glossy surface. |
No |
Yes |
Glossiness Texture |
Sets the texture that contains a glossiness map for the material. Kanzi reads the glossiness from the Alpha channel of this texture. Use the Glossiness Factor property to scale the glossiness from this texture. |
No |
Yes |
Mask Texture |
The texture for masking other texture or color. |
No |
Yes |
Mask Texture Offset |
Sets an offset for mask in materials. |
No |
Yes |
Mask Texture Tiling |
Determines the number of times a mask is presented in a material |
No |
Yes |
Metallic Factor |
Sets the metalness of the material: 0 represents a non-metallic or dielectric object, and 1 represents a metallic object. |
No |
Yes |
Metallic Texture |
Sets the texture that contains a metallic map for the material. Kanzi reads the metalness from the Blue channel of this texture. Use the Metallic Factor property to scale the value from this texture. |
No |
Yes |
Normal Scale |
Sets the normal scale for the material. Use the scale to set the intensity of the Normal Texture. |
No |
Yes |
Normal Texture |
Sets the texture that contains a normal map for the material. Use the Normal Scale property to scale the texture value. |
No |
Yes |
Occlusion Strength |
Sets the occlusion strength for the material. Use the strength to set the intensity of the Occlusion Texture. |
No |
Yes |
Occlusion Texture |
Sets the texture that contains an occlusion map for the material. Use the Occlusion Strength property to scale the occlusion from the texture. |
No |
Yes |
Roughness Factor |
Sets the roughness of the material: 0 represents a smooth, glossy surface, and 1 represents a rough, diffuse surface. |
No |
Yes |
Roughness Texture |
Sets the texture that contains a roughness map for the material. Kanzi reads the roughness from the Green channel of the texture. Use the Roughness Factor property to scale the roughness from this texture. |
No |
Yes |
Specular Anti-Aliasing Strength |
Sets the strength of the specular anti-aliasing effect. Higher value results in blurrier specular highlights. For no specular anti-aliasing, set the value to 0. For full specular anti-aliasing, set the value to 1. The default value is 0.25. |
No |
Yes |
Specular Anti-Aliasing Threshold |
Sets the upper limit for the amount of specular anti-aliasing effect to apply. The default value is 0.18. |
No |
Yes |
Specular Color |
The color of the specular reflection. |
No |
Yes |
Specular Color Factor |
Sets the specular color for the material. |
No |
Yes |
Specular Color Texture |
Sets the texture that contains the specular color for the material. Use the Specular Color Factor property to filter the value from this texture. |
No |
Yes |
Specular Exponent |
Determines the size of the specular highlight. |
No |
Yes |
Texture |
The texture of the material. |
No |
Yes |
Texture Offset |
Sets an offset for texture in materials. |
No |
Yes |
Texture Tiling |
Determines the number of times a texture is presented in a material. |
No |
Yes |
Tone Map Linear Scale |
Sets the scale for the linear tonemap option for the material. When linear tonemapping is used, Kanzi divides all output color by the value of this property. |
No |
Yes |
Data Context |
Source of data for this node and its descendants |
No |
Yes |
Focused |
Indicates whether the node has keyboard focus. |
No |
Yes |
Actual Layout Height |
The calculated height of the node when used in a layout. |
No |
Yes |
Actual Layout Width |
The calculated width of the node when used in a layout. |
No |
Yes |
Horizontal Margin |
Sets the horizontal space between this node and other nodes that are adjacent to this node in a layout. To set the Horizontal Margin property fields in a binding use: - Vector_X to access the Left property field - Vector_Y to access the Right property field |
No |
Yes |
Vertical Margin |
Sets the vertical space between this node and other nodes that are adjacent to this node in a layout. To set the Vertical Margin property fields in a binding use: - Vector_X to access the Bottom property field - Vector_Y to access the Top property field |
No |
Yes |
Bottom Image |
The image to use in middle of the bottom row. |
No |
Yes |
Bottom-Left Image |
Image to use in the bottom-left corner. |
No |
Yes |
Bottom-Right Image |
The image to use in the bottom-right corner. |
No |
Yes |
Center Image |
The image to use in the center. |
No |
Yes |
Left Image |
The image to use in the center-left. |
No |
Yes |
Right Image |
The image to use in the center-right. |
No |
Yes |
Top Image |
The image to use in the middle of the top row. |
No |
Yes |
Top-Left Image |
The image to use in the top-left corner. |
No |
Yes |
Top-Right Image |
The image to use in the top-right corner. |
No |
Yes |
Node.Path |
Full path to the node. |
No |
Yes |
Is Value Changing |
Whether the value is currently changing. |
No |
Yes |
Maximum Value |
The maximum value that the range allows. |
No |
Yes |
Minimum Value |
The minimum value that the range allows. |
No |
Yes |
Normalized Value |
The current value normalized to range [0, 1]. |
No |
Yes |
Step Value |
The minimum amount that the value of the range can change at a time. |
No |
Yes |
Value |
The current value. |
No |
Yes |
State Manager |
Sets the State Manager to the node. |
No |
Yes |
Style |
Sets a style to the node. |
No |
Yes |
Maximum Distance From Curve |
The distance from the curve where hit testing succeeds. |
No |
Yes |
Baseline |
Font baseline in 3D space units. |
No |
Yes |
Two Pass Rendering |
Defines whether the Text Block 3D is rendered in two passes. Disabling the two pass rendering improves performance, but can cause invalid rendering results when glyph bounds overlap. |
No |
Yes |
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 |
Horizontal Padding |
Sets the padding spaces between the content and the left and right boundaries of the Text node. |
No |
Yes |
Vertical Padding |
Sets the padding spaces between the content and the top and bottom boundaries of the Text node. |
No |
Yes |
Activity Status |
Sets the possible states of the Activity when its Activity Host activates or deactivates that Activity. |
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 Template |
If set, the Data-Driven Exclusive Activity Host uses this prefab for Activity nodes that it creates. |
No |
Yes |
Font Material |
Sets the material whose shader is used to render the text. The shader must use the ContentTexture uniform which is automatically filled with glyph data. |
No |
Yes |
Selected Item Index |
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 |
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 |
Word Wrap |
Sets whether to break long lines into multiple lines to make the text fit within the boundaries of the Text Block node. |
No |
Yes |
Controller Property |
Sets the property type that the Exclusive Activity Host node uses to switch between its child Activity nodes. |
No |
Yes |
Data Source Controller Property Path |
Sets the path in the Data Source object of an Exclusive Activity Host node to a Data Object item that the Exclusive Activity Host node uses as the Controller Property. |
No |
Yes |
Character Spacing |
Sets the character spacing in pixels. |
No |
Yes |
Fixed Character Width |
When set, overrides the font advance widths to make each character take a fixed amount of space specified in pixels. |
No |
Yes |
Font Family |
The font family used to render the text. |
No |
Yes |
Font Hinting Preference |
Sets the hinting preference of the font. - No hinting: Render text without hinting the outlines of glyphs. - Native hinting: Prefer native hinter of the font over the auto-hinter of the rasterizer. - Auto hinting: Prefer auto-hinter of the rasterizer over the native hinter of the font. |
No |
Yes |
Font Size |
Sets the size of the font in pixels. |
No |
Yes |
Font Style |
Sets the style of the FontStyleConcept. |
No |
Yes |
Font Weight |
Sets the weight of the FontStyleConcept. |
No |
Yes |
Fractional Character Width |
Sets whether Kanzi uses fractional or rounded character widths to lay out text. In most cases fractional widths provide the best result. However, with small font sizes, fractional widths can cause the characters to run together or have too much space, making it difficult to read. - When enabled, Kanzi uses fractional character widths, which means that the spacing between characters varies and can be a fraction of a pixel. - When disabled, Kanzi uses character widths rounded to the nearest pixel. Disable fractional widths when you want to fix character spacing in whole-pixel increments and prevent characters in small font sizes from running together. |
No |
Yes |
Line Spacing |
Sets the line spacing in multiples of the normal line height of the selected FontStyleConcept. |
No |
Yes |
Overflow |
Sets the characters that represent the truncated text when the text string to be rendered is too long to fit in the node. The default value is "...". |
No |
Yes |
Remove Side Bearings |
Whether to position the leftmost characters of left-aligned text and rightmost characters of right-aligned text exactly within the boundary of the text node. |
No |
Yes |
Text |
Sets the text content that the text node renders. To create a line break press Shift+Enter. |
No |
Yes |
Text Horizontal Alignment |
Sets the horizontal alignment of the text. |
No |
Yes |
Text Vertical Alignment |
Sets the vertical alignment of the text. |
No |
Yes |
Opacity |
Opacity of the node. |
No |
Yes |
Brush Modulate Color |
Modulation color for brush. Effects brush rendering that needs color modulation. |
No |
Yes |
Brush Horizontal Tiling |
Horizontal Tiling for the brush. Affects the scale of texture coordinates. |
No |
Yes |
Brush Vertical Tiling |
Vertical Tiling for the brush. Affects the scale of texture coordinates. |
No |
Yes |
Custom Asset Thumbnail |
When enabled, the asset will have selected image as thumbnail instead of the generated one. |
No |
No |
Export in Asset Package |
When enabled, this item is exported into asset package if this project is saved as one. |
No |
No |
Horizontal Alignment |
The alignment in horizontal direction the node should use when it resides under a layout. |
No |
Yes |
Vertical Alignment |
The alignment in vertical direction the node should use when it resides under a layout. |
No |
Yes |
Command |
The command executed by a UI control |
No |
Yes |
Item Index |
Reports the index of the item in the List Box Item Container. |
No |
Yes |
Selected |
Indicates whether the List Box item held by this List Box Item Container is selected. The List Box sets the value of this property. |
No |
Yes |
Hover |
Indicates whether a node is the foremost hit testable node under the cursor. |
No |
Yes |
Constraint In World Coordinates |
Specifies if the object constraining is done in world coordinates (when false, done in local coordinates). |
No |
Yes |
Constraint Orientation |
Makes an object node where the property is attached to obtain orientation from target object |
No |
Yes |
Constraint Position |
Makes an object node where the property is attached to obtain position from target object |
No |
Yes |
Face to Camera 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 |
Look At |
Makes a node to always face the node set in this property. |
No |
Yes |
Hit Testable Container |
When enabled, Kanzi uses the layout bounds as geometry for hit testing. |
No |
Yes |
Actual Layout Depth |
The calculated size of the node in depth direction when used in a layout. |
No |
Yes |
Depth Alignment |
The alignment in depth direction the node should use when it resides under a layout. |
No |
Yes |
Depth Margin |
Sets the depth distance between this node and other nodes that are adjacent to this node in a layout. To set the Depth Margin property fields in a binding use: - Vector_X to access the Back property field - Vector_Y to access the Front property field |
No |
Yes |
Minimum Area |
When using #LodTypeScreenArea in the parent level of detail, use this property in the child of the level of detail to set the minimum screen area covered by the child in proportion to the screen size in range [0, 1]. |
No |
Yes |
Minimum Distance |
When using #LodTypeDistance in the parent level of detail, use this property in the child of the level of detail to set the minimum distance from the camera to the level of detail in range [0, Inf]. |
No |
Yes |
Drawn as Bounding Box |
When enabled the object is drawn its solid bounding box. |
No |
Yes |
Frustum Cull Margin |
The margin of the frustum cull radius of the node. For example, set the margin when a vertex shader modifies the geometry of the node. To use this property, enable the Frustum Culling property in the Draw Objects Render Pass you use to render the node. |
No |
Yes |
Final Transformation |
The combined location, orientation and scale of the node and its ancestor nodes. Automatically calculated by the system. |
No |
Yes |
Render Transformation |
The location, orientation, and scale of the node relative to its parent node. Render transformation does not affect the layout of the node. |
No |
Yes |
2D to 3D Projection Scale |
Sets the scale factor to project pixels to 3D size. When scale is 1, then the size of one pixel is one 3D space unit. |
No |
Yes |
Calculated Offset |
Reports the current relative offset of an item in the Grid List Box in proportional range [0, 1]. |
No |
Yes |
Visible Amount in Parent |
Sets the amount the node is inside its parent. Use the value of this property in shaders to implement fades. Calculated by the parent node. |
No |
Yes |
Calculated Offset |
Reports the current offset of an item in a Trajectory Layout in the proportional range [0, 1]. |
No |
Yes |
Side |
The docking side of an item in the dock layout. |
No |
Yes |
Focus Order |
Sets the focus chain order of the node within the focus scope. |
No |
Yes |
Cyclic Focus Navigation |
Sets whether the focus chain navigation within the focus scope is cyclic. When you enable this property: - When the user navigates in the forward direction and the focus reaches the last focusable UI element of the focus scope, the focus navigation moves to the first focusable UI element. - When the user navigates in the backward direction and the focus reaches the first focusable UI element of the focus scope, the focus navigation moves to the last focusable UI element. |
No |
Yes |
Focus Scope Type |
Sets the type of the focus scope node: - Group groups focusable nodes. - Fence keeps the focus chain navigation inside the scope and does not allow the focus chain navigation to enter or leave that scope. - Modal 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 |
Column |
The column into which grid layout places the item. |
No |
Yes |
Column Span |
Defines the number of columns an item in a grid layout occupies. |
No |
Yes |
Row |
The row into which grid layout places the item. |
No |
Yes |
Row Span |
Defines the number of rows an item in a grid layout occupies. |
No |
Yes |
Stretch |
Whether to scale this Trajectory Layout to match the layout size. |
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 |
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 |
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 |
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 |
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 |
Is Down |
Indicates whether the button is pressed and in the down state. |
No |
Yes |
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 |
Blend Mode |
Sets how to blend colors:
|
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. - Keyboard focus (2) indicates that the node is the keyboard focus node of the application and receives keyboard input. For a focus scope node indicates that one of the nodes in that scope is the keyboard 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 keyboard focus node, you can use the boolean Focus > Focused property. |
No |
Yes |
Hit Testable |
When enabled, users can pick the node from the default Camera node of the active Scene node. For example, you must enable hit testing for Button nodes to work. |
No |
Yes |
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 keyboard 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 keyboard input. |
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 |
Clip Children |
Sets whether to clip the child nodes of thos node. Kanzi clips the child nodes whose bounding box is completely outside of the bounding box of their parent node. Use this property with layout nodes. The child nodes can use only translation transformation. |
No |
Yes |
Visible |
When disabled, Kanzi does not render the node. |
No |
Yes |
Focusable |
Indicates whether the node can receive focus. |
No |
Yes |
Transition Phase |
The phase of the transition. For example, use for pixel-based effects. |
No |
Yes |
Description |
Add a description of the purpose of this item. To export descriptions to a plain text file, select File > Export > Export Descriptions. When you export the kzb file, this description is not included in the exported file. |
No |
No |