Text Box 3DΒΆ

Text Box 3D propertiesΒΆ

Name

Description

Inherited

Exported to Kanzi Engine

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

Component Type

The component type of this component node

No

No

Font Size

Sets the size of the font in pixels.

No

Yes

Layout Width

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

No

Yes

Text Box 3D available propertiesΒΆ

Name

Description

Inherited

Exported to Kanzi Engine

Disable KZB Export

Disables the exporting of the item into KZB. Can be used for, e.g. letting items out from certain profiles. The disabled items are always included in preview.

No

No

Brush Color

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

No

Yes

Brush Texture

Texture for brush.

No

Yes

Layout Transformation

The location, orientation and scale of the node relative to its parent node. Layout Transformation affects the layout. If you do not want to affect the layout, use Render Transformation.

No

Yes

Composition Background Color

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

No

Yes

Composition Font Color

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

No

Yes

Selection Background Color

Sets the color that highlights the selected text.

No

Yes

Selection Font Color

Sets the color of the selected text.

No

Yes

Align To Tangent

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

No

Yes

Allowed Scroll Axis

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

No

Yes

Cursor Offset

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

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

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 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

Looping

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

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

Minimum Number of Touches

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

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

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 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

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 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

Spacing

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

No

Yes

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

Trajectory

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

No

Yes

Composition Text

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

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

Display Text

Reports the text that the Text Box displays.

No

Yes

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

Has Selection

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

No

Yes

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

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 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

Is Composing Text

Reports the text composition state of the Text Box node.

No

Yes

Is Editing

Reports the editing state of the Text Box node.

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

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

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

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 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

Text Hint Prefab

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

No

Yes

Text Key Navigation Direction

Sets the text key navigation direction.

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

Primary Direction

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

No

Yes

Secondary Direction

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

No

Yes

Columns

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

No

Yes

Layout Direction

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

No

Yes

Rows

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

No

Yes

Items Source

Data object which provides data sources for list items.

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

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 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 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

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 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

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

Maximum Number of Touches

Sets the maximum number of touch points allowed on the Grid List Box 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

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

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 Speed

Reports the current scroll speed of the Grid List Box.

No

Yes

Scroll Target Position

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

No

Yes

Scrolling

Reports whether the Grid List Box is currently scrolling.

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 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

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

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 Generator

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

No

Yes

Item Template

Sets the prefab to use for the List Box items.

No

Yes

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

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

Allowed Scroll Axis

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

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 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 Impulse

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

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

Maximum Number of Touches

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

No

Yes

Maximum Zoom

Sets the maximum zoom level.

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 Zoom

Sets the minimum zoom level.

No

Yes

Recognition Threshold

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

No

Yes

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 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

The current scroll speed (read-only).

No

Yes

Scroll Target Position

The current target scroll value (read-only).

No

Yes

Scrolling

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

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 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

Step Multiplier

Sets the smallest distance that a Scroll View scrolls.

No

Yes

Swipe Distance

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

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

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

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 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

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

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

Trajectory

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

No

Yes

Layout Height

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

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 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:

  • Opaque disables blending and replaces the destination pixels with the source pixels.

  • 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.

  • 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.

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