Property types reference¶

This table lists all default property types available in Kanzi. See Property system, Creating property types, and Node and resource reference.

Name

Display Name

Inherited

Attachable

Description

Action.Delay

Action Delay (ms)

No

No

The time in milliseconds after which Kanzi invokes the action.

ActivityConcept.ActivityMessageArguments.ActivityName

Activity Name

No

No

ActivityConcept.SaveLastFocusedNode

Save Last Focused Node

No

Yes

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.

ActivityConcept.Status

Activity Status

No

Yes

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

ActivityConcept.StatusChangedMessageArguments.Status

Activity Status

No

No

The possible states of an Activity when its Activity Host activates or deactivates that Activity.

ActivityHostConcept.ActivationMessageArguments.ActivationPath

Activity Activation Path

No

No

The relative path from the target Activity Host to the Activity that you want to activate.

ActivityHostConcept.ActivityPrefabMessageArguments.ActivityName

Activity Name

No

No

The name of the child Activity whose prefab was attached or detached.

AlphaCutoff

Alpha Cutoff

No

Yes

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.

Ambient

Ambient Color

No

Yes

The color of the material when lights are not present.

AnimationBindingProcessor.Animation

Animation Item Path

No

No

The animation binding processor applies this animation when the binding is updated.

AnimationPlayer.AutoplayEnabled

Autoplay Enabled

No

No

Specifies whether animation player should start playback of its timeline automatically when it is attached to the node.

AnimationPlayer.DurationScale

Duration Scale

No

No

Specifies how much duration of the timeline is scaled during its playback.

AnimationPlayer.PlaybackMode

Playback Mode

No

No

Specifies the mode of timeline playback (normal, reverse, pingpong).

AnimationPlayer.PlayMessageArguments.DurationScale

Duration Scale

No

No

Specifies how much duration of the timeline is scaled during its playback. This scale is applied on top of player's duration scale property.

AnimationPlayer.PlayMessageArguments.PlaybackMode

Playback Mode

No

No

Specifies the mode of timeline playback (normal, reverse, pingpong). This mode is applied on top of player's mode property.

AnimationPlayer.PlayMessageArguments.RepeatCount

Repeat Count

No

No

Specifies how many times the timeline is played during its playback (1 for one time playback, 0 for infinite amount of repeats). This repeat count is applied on top of player's repeact count property.

AnimationPlayer.RelativePlayback

Relative Playback

No

No

Specifies whether animations are played in relative manner by adding animated value to target property value instead of replacing the property value.

AnimationPlayer.RepeatCount

Repeat Count

No

No

Specifies how many times the timeline is played during its playback (1 for one time playback, 0 for infinite amount of repeats).

AnimationPlayer.RestoreOriginalValuesAfterPlayback

Restore Original Values After Playback

No

No

Specifies whether animated properties return to their initial values after playback of the timeline ends.

AnimationPlayer.Timeline

Target Animation Timeline

No

No

The target animation timeline.

ApplyActivationAction.ActivationPath

Activity Activation Path

No

No

The activation path from the Activity Host, which is set as the target of this action, to the Activity node you want to activate. The activation path contains only the Activity nodes and the Activity Hosts nodes.

ApplyActivationAction.ActivityHostPath

Activity Host Path

No

No

Path to the Activity Host node of the activated Activity node.

BaseColorFactor

Base Color Factor

No

Yes

Sets the base color for the material.

BaseColorTexture

Base Color Texture

No

Yes

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

BindingItem.TargetPropertyType

Target Property

No

Yes

The binding target property

BindingSourceItem.PropertyType

Source Property

No

Yes

The binding source property

BlendIntensity

Blend Intensity

No

Yes

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.

BlendMode

Blend Mode

No

Yes

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.

BlitRenderPass.Material

Material

No

Yes

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

BlitRenderPass.Texture0

Texture 0

No

Yes

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

BlitRenderPass.Texture1

Texture 1

No

Yes

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

BlitRenderPass.Texture2

Texture 2

No

Yes

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

BlitRenderPass.Texture3

Texture 3

No

Yes

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

BlurEffect2D.Masked

Masked Blur

No

Yes

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.

BlurEffect2D.Quality

Blur Quality

No

Yes

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

BlurEffect2D.Radius

Blur Radius

No

Yes

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.

BrdfLookUpTable

BRDF Lookup Table

No

Yes

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.

Brush.BrushType

Brush Type

No

Yes

The type of the brush.

Brush.HorizontalTiling

Brush Horizontal Tiling

No

Yes

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

Brush.ModulateColor

Brush Modulate Color

No

Yes

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

Brush.VerticalTiling

Brush Vertical Tiling

No

Yes

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

ButtonConcept.AutoClickInterval

Auto Press Interval

No

Yes

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.

ButtonConcept.IndexInGroup

Index In Group

No

Yes

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.

ButtonConcept.IsPressed

Is Down

No

Yes

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

ButtonConcept.LongPressInterval

Hold Interval

No

Yes

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.

ButtonConcept.PressOnHover

Down On Hover

No

Yes

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

ButtonConcept.ToggleState

Toggle State

No

Yes

Sets the toggle state of the Button.

ButtonConcept.ToggleStateCount

Toggle State Count

No

Yes

Sets the number of toggle states of the Button.

Camera.AspectRatio

Aspect Ratio

No

Yes

The aspect ratio of the camera.

Camera.AsymmetricFov

Asymmetric FOV

No

Yes

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.

Camera.DisableAspectRatio

Use Viewport Aspect Ratio

No

Yes

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

Camera.Fov

FOV

No

Yes

The field of view of the camera in degrees.

Camera.FovType

FOV Type

No

Yes

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

Camera.OrthogonalCoordinateSystemType

Orthogonal Type

No

Yes

Defines the type of the orthogonal coordinate system. In the absolute mode the camera uses pixel coordinates. In the relative mode the camera displays an area whose width is -1..1 scaled with the value set by the Orthogonal Plane Size property.

Camera.OrthogonalPlaneHeight

Orthogonal Plane Size

No

Yes

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

Camera.ProjectionType

Projection Type

No

Yes

Defines the camera type to either perspective or orthographic camera.

Camera.ZFar

Z Far

No

Yes

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

Camera.ZNear

Z Near

No

Yes

The distance of the camera near clipping plane. The camera shows only the objects that are farther away than the value set in this property.

ClearCoatNormalScale

Clear Coat Normal Scale

No

Yes

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

ClearCoatNormalTexture

Clear Coat Normal Texture

No

Yes

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.

ClearCoatRoughnessFactor

Clear Coat Roughness Factor

No

Yes

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.

ClearCoatRoughnessTexture

Clear Coat Roughness Texture

No

Yes

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.

ClearCoatStrengthFactor

Clear Coat Strength Factor

No

Yes

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

ClearCoatStrengthTexture

Clear Coat Strength Texture

No

Yes

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.

ClearRenderPass.ClearColor0

Clear Color 0

No

Yes

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

ClearRenderPass.ClearColor1

Clear Color 1

No

Yes

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

ClearRenderPass.ClearColor2

Clear Color 2

No

Yes

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

ClearRenderPass.ClearColor3

Clear Color 3

No

Yes

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

ClearRenderPass.ClearDepth

Clear Depth

No

Yes

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

ClearRenderPass.ClearStencil

Clear Stencil

No

Yes

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

ClickConcept.DoubleClickEnabled

Double-Click Enabled

No

Yes

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.

CodeBehind.CodeBehindSource

Code Behind Source

No

Yes

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

ColorBrush.Color

Brush Color

No

Yes

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

Command.CommandMessageArguments.CommandArgumentProperty

Command

No

No

The command argument executed by a UI control

Command.CommandProperty

Command

No

Yes

The command executed by a UI control

ComposerFactoryName

Engine Factory Name

No

Yes

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

CompositionTargetRenderPass.AddressingMode

Addressing Mode

No

Yes

Sets how Kanzi handles the texture coordinates of the automatically generated composition target textures outside of the [0, 0] - [1, 1] rectangle: - 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.

CompositionTargetRenderPass.CompositionTarget0

Composition Target 0

No

Yes

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

CompositionTargetRenderPass.CompositionTarget1

Composition Target 1

No

Yes

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

CompositionTargetRenderPass.CompositionTarget2

Composition Target 2

No

Yes

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

CompositionTargetRenderPass.CompositionTarget3

Composition Target 3

No

Yes

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

CompositionTargetRenderPass.DepthCompareFunction

Depth Compare Function

No

Yes

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

CompositionTargetRenderPass.DepthRenderbufferFormat

Depth Renderbuffer Format

No

Yes

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.

CompositionTargetRenderPass.DepthTarget

Depth Target

No

Yes

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

CompositionTargetRenderPass.DepthTextureFormat

Depth Texture Format

No

Yes

Sets the format of the automatically created Result Depth Texture.

CompositionTargetRenderPass.FilterMode

Filter Mode

No

Yes

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

CompositionTargetRenderPass.Height

Height

No

Yes

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.

CompositionTargetRenderPass.MipmapMode

Mipmap Mode

No

Yes

Sets the mipmap mode of the automatically created composition target. To enable mipmaps set the property value to Linear or Nearest. Enabling mipmaps introduces the runtime cost of generating mipmaps after rendering. To disable mipmaps remove the property.

CompositionTargetRenderPass.MultisampleLevel

Multisample Level

No

Yes

Sets the number of samples you want to use for each output pixel of the automatically generated composition target textures. To disable multisampling, remove the property or set the property value to 1.

CompositionTargetRenderPass.PixelFormat0

Pixel Format 0

No

Yes

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

CompositionTargetRenderPass.PixelFormat1

Pixel Format 1

No

Yes

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

CompositionTargetRenderPass.PixelFormat2

Pixel Format 2

No

Yes

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

CompositionTargetRenderPass.PixelFormat3

Pixel Format 3

No

Yes

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

CompositionTargetRenderPass.ResolutionDivisor

Resolution Divisor

No

Yes

Sets the resolution divisor for the automatically created composition target textures. Together with the Resolution Multiplier property this property sets the size of the composition target in relation to the size of the current Viewport 2D node. For more fine-grained control, bind from the InputViewport property to Width and Height properties.

CompositionTargetRenderPass.ResolutionMultiplier

Resolution Multiplier

No

Yes

Sets the resolution multiplier for the automatically created composition target textures. Together with the Resolution Divisor property this property sets the size of the composition target in relation to the size of the current Viewport 2D node. For more fine-grained control, bind from the InputViewport property to Width and Height properties.

CompositionTargetRenderPass.ResolveImmediately

Resolve Immediately

No

Yes

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.

CompositionTargetRenderPass.ResultDepthTexture

Result Depth Texture

No

Yes

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

CompositionTargetRenderPass.ResultTexture0

Result Texture 0

No

Yes

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

CompositionTargetRenderPass.ResultTexture1

Result Texture 1

No

Yes

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

CompositionTargetRenderPass.ResultTexture2

Result Texture 2

No

Yes

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

CompositionTargetRenderPass.ResultTexture3

Result Texture 3

No

Yes

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

CompositionTargetRenderPass.Width

Width

No

Yes

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.

ConstraintInWorldCoordinates

Constraint In World Coordinates

No

Yes

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

ConstraintOrientation

Constraint Orientation

No

Yes

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

ConstraintPosition

Constraint Position

No

Yes

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

ContentLayoutConcept.DepthPadding

Depth Padding

No

Yes

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

ContentLayoutConcept.HorizontalPadding

Horizontal Padding

No

Yes

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

ContentLayoutConcept.VerticalPadding

Vertical Padding

No

Yes

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

CubeMapRenderPass.CompositionTarget

Composition Target

No

Yes

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

CubeMapRenderPass.DepthCompareFunction

Depth Compare Function

No

Yes

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

CubeMapRenderPass.DepthFormat

Depth Format

No

Yes

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.

CubeMapRenderPass.FilterMode

Filter Mode

No

Yes

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.

CubeMapRenderPass.MipmapMode

Mipmap Mode

No

Yes

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.

CubeMapRenderPass.OverrideCamera

Override Camera

No

Yes

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.

CubeMapRenderPass.PixelFormat

Pixel Format

No

Yes

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

CubeMapRenderPass.Resolution

Resolution

No

Yes

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

CubeMapRenderPass.ResolveImmediately

Resolve Immediately

No

Yes

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.

CubeMapRenderPass.ResultDepthTexture

Result Depth Texture

No

Yes

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

CubeMapRenderPass.ResultTexture

Result Texture

No

Yes

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

CustomAssetThumbnail

Custom Asset Thumbnail

No

Yes

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

DataContext.DataContext

Data Context

No

Yes

Source of data for this node and its descendants

DataContext.ItemsSource

Items Source

No

Yes

Data object which provides data sources for list items.

DataDrivenExclusiveActivityHostConcept.ActiveActivityIndex

Active Activity Index

No

Yes

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.

DataDrivenExclusiveActivityHostConcept.ActivitySource

Activity Source

No

Yes

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

DataDrivenExclusiveActivityHostConcept.ActivityTemplate

Activity Template

No

Yes

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

DataObjectValue

Value

No

Yes

The last read value of the data object

Description

Description

No

Yes

Add a description of the purpose of this item. To export descriptions to a plain text file, select File > Export > Export Descriptions. When you export the kzb file, this description is not included in the exported file.

DetailBaseColorFactor

Detail Base Color Factor

No

Yes

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

DetailBaseColorTexture

Detail Base Color Texture

No

Yes

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.

DetailClearCoatNormalScale

Detail Clear Coat Normal Scale

No

Yes

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

DetailClearCoatNormalTexture

Detail Clear Coat Normal Texture

No

Yes

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.

DetailClearCoatRoughnessTexture

Detail Clear Coat Roughness Texture

No

Yes

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.

DetailClearCoatStrengthTexture

Detail Clear Coat Strength Texture

No

Yes

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.

DetailDiffuseFactor

Detail Diffuse Color Factor

No

Yes

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

DetailDiffuseTexture

Detail Diffuse Color Texture

No

Yes

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.

DetailEmissiveFactor

Detail Emissive Factor

No

Yes

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.

DetailEmissiveTexture

Detail Emissive Texture

No

Yes

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.

DetailGlossinessTexture

Detail Glossiness Texture

No

Yes

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.

DetailMetallicTexture

Detail Metallic Texture

No

Yes

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.

DetailNormalScale

Detail Normal Scale

No

Yes

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

DetailNormalTexture

Detail Normal Texture

No

Yes

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

DetailOcclusionStrength

Detail Occlusion Strength

No

Yes

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

DetailOcclusionTexture

Detail Occlusion Texture

No

Yes

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.

DetailRoughnessTexture

Detail Roughness Texture

No

Yes

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.

DetailSpecularFactor

Detail Specular Color Factor

No

Yes

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

DetailSpecularTexture

Detail Specular Color Texture

No

Yes

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.

DetailTextureOffset

Detail Texture Offset

No

Yes

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.

DetailTextureTiling

Detail Texture Tiling

No

Yes

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.

Diffuse

Diffuse Color

No

Yes

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

DiffuseFactor

Diffuse Color Factor

No

Yes

Sets the diffuse color for the material.

DiffuseTexture

Diffuse Color Texture

No

Yes

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

DirectionalLight

Directional Light

No

Yes

Directional light settings

DirectionalLightColor

Directional Light Color

No

Yes

Sets the color of the Directional Light.

DispatchMessageAction.DefineTargetWithProperty

Define Target with Property

No

Yes

Define Target with Property

DispatchMessageAction.RoutingTarget

Target Item

No

No

Specifies the target item to which the message is dispatched. If the target resides within the node tree, and the message type has tunneling and bubbling enabled, the message is tunneled and bubbled through the parents of the target.

DispatchMessageAction.RoutingTargetLookup

Property

No

No

Allows to look up the target item using this property (RoutingTarget.Property).

DockLayoutConcept.LastItemFill

Last Item Fill

No

Yes

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

DockLayoutConcept.Side

Side

No

Yes

The docking side of an item in the dock layout.

DrawObjectsRenderPass.CameraMatrix

Calculated Camera Matrix

No

Yes

Camera matrix calculated during DrawObjectsRenderPass rendering.

DrawObjectsRenderPass.DirectionalLights

Directional Lights

No

Yes

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

DrawObjectsRenderPass.FrustumCullingEnabled

Frustum Culling

No

Yes

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

DrawObjectsRenderPass.NearFarPlane

Calculated Projection Near / Far Planes.

No

Yes

Near / far planes calculated during DrawObjectsRenderPass rendering.

DrawObjectsRenderPass.ObjectSource

Object Source

No

Yes

Sets the object source which collects the nodes that you want to render with this render pass. To render all nodes in a Scene node (Root Object Source), do not set the value for this property.

DrawObjectsRenderPass.PointLights

Point Lights

No

Yes

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

DrawObjectsRenderPass.ProjectionMatrix

Calculated Projection Matrix

No

Yes

Projection matrix calculated during DrawObjectsRenderPass rendering.

DrawObjectsRenderPass.SpotLights

Spot Lights

No

Yes

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

DrawObjectsRenderPass.Viewport

Rendering Viewport

No

Yes

Viewport applied by DrawObjectsRenderPass rendering.

DrawObjectsWithMaterialRenderPass.Material

Material

No

Yes

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

EffectFactoryName

Effect Factory Name

No

Yes

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

Emissive

Emissive Color

No

Yes

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

EmissiveFactor

Emissive Factor

No

Yes

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.

EmissiveTexture

Emissive Texture

No

Yes

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

EnvironmentAmbientFactor

Environment Ambient Factor

No

Yes

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.

EnvironmentAmbientTexture

Environment Ambient Texture

No

Yes

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.

EnvironmentReflectionFactor

Environment Reflection Factor

No

Yes

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.

EnvironmentReflectionTexture

Environment Reflection Texture

No

Yes

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.

ExclusiveActivityHostConcept.FocusOnActivatingActivity

Focus On Activating Activity

No

Yes

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.

ExclusiveActivityHostConcept.ImplicitActivityChangeRequestMessageArguments.LoopActivity

Loop Activity

No

No

Sets how an Exclusive Activity Host reacts to the 'Navigate To Next Activity' and 'Navigate To Previous Activity' messages when it reaches its last and first Activities. When set to true and an Exclusive Activity Host reaches: - The last Activity, the Exclusive Activity Host reacts to the 'Navigate To Next Activity' message by activating the first Activity in that Exclusive Activity Host. - The first Activity, the Exclusive Activity Host reacts to the 'Navigate To Previous Activity' message by activating the last Activity in that Exclusive Activity Host.

Exposure

Exposure

No

Yes

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.

ExpressionBindingProcessor.Argument1

Argument 1

No

No

The first argument in the binding expression.

ExpressionBindingProcessor.Argument1Field

Argument 1 Field

No

No

The property attribute for the first argument.

ExpressionBindingProcessor.Argument2

Argument 2

No

No

The second argument in the binding expression.

ExpressionBindingProcessor.Argument2Field

Argument 2 Field

No

No

The property attribute for the second argument.

ExpressionBindingProcessor.Argument3

Argument 3

No

No

The third argument in the binding expression.

ExpressionBindingProcessor.Argument3Field

Argument 3 Field

No

No

The property attribute for the third argument.

ExpressionBindingProcessor.Operation

Operation

No

No

The operation in the expression.

ExpressionBindingProcessor.Output

Output

No

No

The temporary register to write the result to.

ExpressionBindingProcessor.OutputField

Output Field

No

No

The property attribute of the output register.

FaceToCameraMode

Face to Camera Mode

No

Yes

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.

FaceToCameraTargetCamera

Face to Camera Target Camera

No

Yes

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.

FloatValueAccumulator.IncrementSize

Increment Size

No

No

The size of the increments of this Float Value Accumulator.

FloatValueAccumulator.IncrementSizeSource

Increment Size Source

No

No

The property type set on this node that determines the increment size of this Float Value Accumulator.

FloatValueAccumulator.MaximumAccumulatedValue

Maximum Value

No

No

The maximum total accumulated float value.

FloatValueAccumulator.MinimumAccumulatedValue

Minimum Value

No

No

The minimum total accumulated float value.

FloatValueAccumulator.TargetPropertyField

Target Property Field

No

No

The field of the target property on a node which where the values of the input property are accumulated.

FloatValueAccumulator.TargetPropertyType

Target Property Type

No

No

The property type on this node that this Float Value Accumulator updates.

FlowLayoutConcept.PrimaryDirection

Primary Direction

No

Yes

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

FlowLayoutConcept.SecondaryDirection

Secondary Direction

No

Yes

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

FocusManager.CyclicFocusNavigation

Cyclic Focus Navigation

No

Yes

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.

FocusManager.FocusOnPress

Focus On Press

No

Yes

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.

FocusManager.FocusOrder

Focus Order

No

Yes

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

FocusManager.FocusScopeType

Focus Scope Type

No

Yes

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.

FocusManager.ScopeStateChangeMessageArguments.ReasonValue

Reason Value

No

No

The reason the modal or popup focus scope state is changed: - Force Focus specifies that the focus scope is explicitly brought to front or sent to back.

FontStyleConcept.CharacterSpacing

Character Spacing

No

Yes

Sets the character spacing in pixels.

FontStyleConcept.FixedCharacterWidth

Fixed Character Width

No

Yes

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

FontStyleConcept.FontHintingPreference

Font Hinting Preference

No

Yes

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.

FontStyleConcept.FractionalCharacterWidth

Fractional Character Width

No

Yes

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.

FontStyleConcept.LineSpacing

Line Spacing

No

Yes

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

FontStyleConcept.Size

Font Size

No

Yes

Sets the size of the font in pixels.

FontStyleConcept.SnapCharacterToPixelProperty

Snap Character To Pixel

No

Yes

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.

FontStyleConcept.Style

Font Style

No

Yes

Sets the style of the FontStyleConcept.

FontStyleConcept.Weight

Font Weight

No

Yes

Sets the weight of the FontStyleConcept.

FrustumCullMargin

Frustum Cull Margin

No

Yes

The margin of the frustum cull radius of the node. For example, set the margin when a vertex shader modifies the geometry of the node. To use this property, enable the Frustum Culling property in the Draw Objects Render Pass you use to render the node.

GatherLightsRenderPass.OutputDirectionalLights

Output Directional Lights

No

Yes

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

GatherLightsRenderPass.OutputPointLights

Output Point Lights

No

Yes

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

GatherLightsRenderPass.OutputSpotLights

Output Spot Lights

No

Yes

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

GlobalAmbient

Global Ambient Color

No

Yes

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

GlossinessFactor

Glossiness Factor

No

Yes

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

GlossinessTexture

Glossiness Texture

No

Yes

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.

GlyphTexture

Glyph Texture

No

Yes

The automatic texture of the glyph cache.

GridLayoutConcept.Column

Column

No

Yes

The column into which grid layout places the item.

GridLayoutConcept.ColumnDefinitions

Columns

No

Yes

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

GridLayoutConcept.ColumnSpan

Column Span

No

Yes

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

GridLayoutConcept.Direction

Layout Direction

No

Yes

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

GridLayoutConcept.Row

Row

No

Yes

The row into which grid layout places the item.

GridLayoutConcept.RowDefinitions

Rows

No

Yes

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

GridLayoutConcept.RowSpan

Row Span

No

Yes

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

GridListBoxConcept.CalculatedOffset

Calculated Offset

No

Yes

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

GridListBoxConcept.CellHeight

Cell Height

No

Yes

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

GridListBoxConcept.CellWidth

Cell Width

No

Yes

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

GridListBoxConcept.Direction

Layout Direction

No

Yes

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.

GridListBoxConcept.ItemAreaBegin

Item Area Begin

No

Yes

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.

GridListBoxConcept.ItemAreaEnd

Item Area End

No

Yes

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.

GridListBoxConcept.Scrolling

Scrolling

No

Yes

Reports whether the Grid List Box is currently scrolling.

GridListBoxConcept.ScrollPosition

Scroll Position

No

Yes

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.

GridListBoxConcept.ScrollSpeed

Scroll Speed

No

Yes

Reports the current scroll speed of the Grid List Box.

GridListBoxConcept.ScrollTargetPosition

Scroll Target Position

No

Yes

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

GridListBoxDraggingAccelerationCoefficient

Dragging Acceleration

No

Yes

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.

GridListBoxDraggingDragCoefficient

Dragging Drag

No

Yes

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.

GridListBoxDraggingImpulseFactor

Dragging Impulse

No

Yes

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

GridListBoxMaximumNumberOfTouches

Maximum Number of Touches

No

Yes

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

GridListBoxMinimumNumberOfTouches

Minimum Number of Touches

No

Yes

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

GridListBoxRecognitionThreshold

Recognition Threshold

No

Yes

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

GridListBoxSensitivity

Scroll Sensitivity

No

Yes

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.

GridListBoxSlidingAccelerationCoefficient

Sliding Acceleration

No

Yes

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.

GridListBoxSlidingDragCoefficient

Sliding Drag

No

Yes

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.

GridListBoxSwipeDistance

Swipe Distance

No

Yes

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

Image2D.Image

Image

No

Yes

The image to display.

ImageClampPixelsValue

Clamp Pixels

No

Yes

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.

ImageFileNativePixelFormat

Native Pixel Format

No

Yes

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.

Input.MessageArgument.CapsLock

Caps Lock

No

No

Sets whether Caps Lock is on during the key event.

Input.MessageArgument.Key

Key

No

No

Sets the target logical key to handle.

Input.MessageArgument.KeyModifiers

Key Modifiers

No

No

Sets the target key modifiers to handle.

Input.MessageArgument.NavigationDirection

Navigation Direction

No

No

The navigation direction.

InputManipulator.InputMessageArguments.HitTestPoint

Hit Test Point

No

No

InputManipulator.InputMessageArguments.HitTestRayDirection

Hit Test Ray Direction

No

No

InputManipulator.InputMessageArguments.HitTestRayDistance

Hit Test Ray Distance

No

No

InputManipulator.InputMessageArguments.HitTestRayOrigin

Hit Test Ray Origin

No

No

InputManipulator.InputMessageArguments.ManipulatorPoint

Manipulator Point

No

No

InputManipulator.InputMessageArguments.ManipulatorRayDirection

Manipulator Ray Direction

No

No

InputManipulator.InputMessageArguments.ManipulatorRayOrigin

Manipulator Ray Origin

No

No

Instantiator3D.Node

Instantiated Node

No

No

Sets the node that this Instantiator node replicates.

IntValueAccumulator.IncrementSize

Increment Size

No

No

The size of the increments of this Int Value Accumulator.

IntValueAccumulator.IncrementSizeSource

Increment Size Source

No

No

The property type set on this node that determines the increment size of this Int Value Accumulator.

IntValueAccumulator.MaximumAccumulatedValue

Maximum Value

No

No

The maximum total accumulated integer value.

IntValueAccumulator.MinimumAccumulatedValue

Minimum Value

No

No

The minimum total accumulated integer value.

IntValueAccumulator.TargetPropertyType

Target Property Type

No

No

The property type on this node that this Int Value Accumulator updates.

IsAssetInAssetPackage

Export in Asset Package

No

Yes

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

IsDisabled

Disable KZB Export

No

Yes

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

IsUsedByCode

Is Used by Code

No

Yes

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

KeyManipulatorComponent.CapsLock

Caps Lock

No

Yes

Sets the Caps Lock value of the key manipulator. If the value is not set, Caps Lock state is ignored.

KeyManipulatorComponent.KeyModifier

Key Modifiers

No

Yes

Sets the key modifiers of the key manipulator. The default value is Undefined.

KeyManipulatorComponent.LogicalKey

Logical Key

No

No

Sets the logical key value of the key manipulator.

LegacyRenderPass.Color0FloatClearValue

Color Buffer 0 Clear Value (float)

No

Yes

Clear color value for signed integer color buffer 0

LegacyRenderPass.Color0IntegerClearValue

Color Buffer 0 Clear Value (integer)

No

Yes

Clear color value for integer color buffer 0

LegacyRenderPass.Color1ColorClearValue

Clear Color (Color Buffer 1)

No

Yes

The color used to clear the color buffer 1

LegacyRenderPass.Color1FloatClearValue

Color Buffer 1 Clear Value (float)

No

Yes

Clear color value for signed integer color buffer 1

LegacyRenderPass.Color1IntegerClearValue

Color Buffer 1 Clear Value (integer)

No

Yes

Clear color value for integer color buffer 1

LegacyRenderPass.Color2ColorClearValue

Clear Color (Color Buffer 2)

No

Yes

The color used to clear the color buffer 2

LegacyRenderPass.Color2FloatClearValue

Color Buffer 2 Clear Value (float)

No

Yes

Clear color value for signed integer color buffer 2

LegacyRenderPass.Color2IntegerClearValue

Color Buffer 2 Clear Value (integer)

No

Yes

Clear color value for integer color buffer 2

LegacyRenderPass.Color3ColorClearValue

Clear Color (Color Buffer 3)

No

Yes

The color used to clear the color buffer 3

LegacyRenderPass.Color3FloatClearValue

Color Buffer 3 Clear Value (float)

No

Yes

Clear color value for signed integer color buffer 3

LegacyRenderPass.Color3IntegerClearValue

Color Buffer 3 Clear Value (integer)

No

Yes

Clear color value for integer color buffer 3

LegacyRenderPass.ColorBufferClearColor

Clear Color (Color Buffer 0)

No

Yes

The color used to clear the color buffer 0

LegacyRenderPass.ColorBufferClearEnabled

Color Clear Enabled

No

No

Whether to clear the color buffer before writing the new color values.

LegacyRenderPass.ColorWriteMode

Color Write Mode

No

No

When set to None, writing to color buffer is disabled.

LegacyRenderPass.ComposerEnabled

Enabled

No

Yes

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

LegacyRenderPass.CullMode

Cull Mode

No

No

Sets the culling of the triangle faces in the rendered meshes of legacy render passes: - Back does not render the triangles whose normal points away from the camera. - Front does not render the triangles whose normal points towards the camera.

LegacyRenderPass.DepthBufferClearEnabled

Depth Clear Enabled

No

No

Sets whether to clear the depth buffer.

LegacyRenderPass.DepthBufferClearValue

Depth Clear Value

No

No

The value used for clearing the depth buffer.

LegacyRenderPass.DepthBufferTestEnabled

Depth Test Enabled

No

No

Whether to enable the depth test.

LegacyRenderPass.DepthBufferWriteEnabled

Depth Write Enabled

No

No

Sets whether to enable the writing of the depth buffer.

LegacyRenderPass.FlushAfterRender

Flush After Render

No

Yes

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

LegacyRenderPass.FrustumCullingOn

Frustum Culling

No

No

Sets whether to use frustum culling. When frustum culling is enabled Kanzi does not render the objects that do not overlap with the viewing frustum of the camera.

LegacyRenderPass.RenderOnce

Render Once

No

No

Sets whether this render pass is rendered only once. When disabled this render passes renders every frame.

LegacyRenderPass.RenderPassCamera

Camera

No

No

The camera that is used for rendering this render pass. When set to "Scene Default Camera" Kanzi uses the default camera node from the active scene.

LegacyRenderPass.RenderPassMaterial

Override Material

No

No

The material that overrides all the materials in the objects that are rendered by this render pass. When set to "No Material" material overriding is not in use.

LegacyRenderPass.RenderPassObjectSource

Object Source

No

No

The object source for the render pass

LegacyRenderPass.RenderPassRenderTargetColor0

Render Target Color0

No

Yes

Sets where this render pass renders. You can set a render pass to render to screen or to a render target color0 attachment texture.

LegacyRenderPass.RenderPassRenderTargetColor1

Render Target Color1

No

Yes

Sets where this render pass renders. You can set a render pass to render to screen or to a render target color1 attachment texture.

LegacyRenderPass.RenderPassRenderTargetColor2

Render Target Color2

No

Yes

Sets where this render pass renders. You can set a render pass to render to screen or to a render target color2 attachment texture.

LegacyRenderPass.RenderPassRenderTargetColor3

Render Target Color3

No

Yes

Sets where this render pass renders. You can set a render pass to render to screen or to a render target color3 attachment texture.

LegacyRenderPass.RenderPassRenderTargetDepthStencil

Render Target Depth Stencil

No

Yes

Render Target Depth Stencil

LegacyRenderPass.RenderPassRenderTargetGenerateMipmap

Generate Mipmaps

No

No

Sets whether the render target texture generates mipmaps after the render pass.

LegacyRenderPass.RenderPassRenderTargetInvalidateAttachments

InvalidateAttachments

No

Yes

Which attachments, if any, should be invalidated after the render pass.

LegacyRenderPass.RenderPassRenderTargetMipmapLevel

Mipmap Level

No

No

Render Target Mipmap Level

LegacyRenderPass.RenderPassRenderTargetResolve

Resolve After

No

No

Sets whether the render target is multisample resolved after the render pass. When you want to apply multisampling, enable this property only in the last render pass.

LegacyRenderPass.RenderPassScissorEnabled

Scissor Enabled

No

No

Whether scissor area is enabled in render pass or not. When scissor area is enabled rendering is done only inside the specified scissor area.

LegacyRenderPass.RenderPassScissorType

Scissor Type

No

No

Whether the border settings of the scissor area are relative (range 0-1) or absolute (pixel coordinates).

LegacyRenderPass.StencilBufferClearEnabled

Stencil Clear Enabled

No

No

Sets whether to clear the stencil buffer.

LegacyRenderPass.StencilBufferClearValue

Stencil Clear Value

No

No

The value used for clearing the stencil buffer.

LegacyRenderPass.StencilBufferTestEnabled

Stencil Test Enabled

No

No

Whether or not the stencil test is enabled

LegacyRenderPass.StencilFailOperation

Stencil Fail Operation

No

No

Operation that is performed when the stencil test fails.

LegacyRenderPass.StencilFunction

Stencil Function

No

No

The function used to control whether a fragment is discarded by the stencil test.

LegacyRenderPass.StencilFunctionReferenceMask

Stencil Function Reference Mask

No

No

Specifies a mask in legacy render passes that is ANDed with both the reference value and the stored stencil value when the test is done

LegacyRenderPass.StencilFunctionReferenceValue

Stencil Function Reference Value

No

No

Specifies the reference value for the stencil test in legacy render passes.

LegacyRenderPass.StencilPassDepthFailOperation

Stencil Pass Depth Fail Operation

No

No

Operation that is performed when the stencil test fails and the depth test passes.

LegacyRenderPass.StencilPassDepthPassOperation

Stencil Pass Depth Pass Operation

No

No

Operation that is performed when both the stencil and depth test pass.

LegacyRenderPass.ViewportType

Viewport Type

No

No

When absolute, the viewport settings are read in pixel coordinates, when relative the settings are read as proportional values from top-left (0,0) corner to bottom-right (1,1) corner.

LevelOfDetail3D.MinimumArea

Minimum Area

No

Yes

When using #LodTypeScreenArea in the parent level of detail, use this property in the child of the level of detail to set the minimum screen area covered by the child in proportion to the screen size in range [0, 1].

LevelOfDetail3D.MinimumDistance

Minimum Distance

No

Yes

When using #LodTypeDistance in the parent level of detail, use this property in the child of the level of detail to set the minimum distance from the camera to the level of detail in range [0, Inf].

LevelOfDetail3D.Type

Type

No

No

Defines the type of the level of detail: - Distance sets the level of detail to use the minimum z distance from the camera to the level of detail. - Screen area sets the level of detail to use the minimum screen area covered by the child node in proportion to the screen size.

LightPropertyType

Light Type Name

No

Yes

The property type name of the light.

ListBoxConcept.ItemContainerGeneratorTypeName

Item Container Generator

No

Yes

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

ListBoxConcept.ItemContainerTemplate

Item Container Template

No

Yes

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

ListBoxConcept.ItemCount

Item Count

No

Yes

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

ListBoxConcept.ItemGeneratorTypeName

Item Generator

No

Yes

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

ListBoxConcept.ItemMessageArguments.ItemIndex

Item Index

No

No

Reports the index of the List Box item.

ListBoxConcept.ItemSelectedMessageArguments.PreviousSelectedItemIndex

Previous Selection

No

No

Reports the index of the previously selected List Box item. The value -1 indicates that no item was selected.

ListBoxConcept.ItemSelectedMessageArguments.SelectedItemIndex

Selection

No

No

Reports the index of the selected List Box item. The value -1 indicates that no item is selected.

ListBoxConcept.ItemTemplate

Item Template

No

Yes

Sets the prefab to use for the List Box items.

ListBoxConcept.KeepAliveItemCount

Keep Alive Item Count

No

Yes

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.

ListBoxConcept.SelectedItemIndex

Selected Item Index

No

Yes

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.

ListBoxConcept.SelectionBehavior

Selection Behavior

No

Yes

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.

ListBoxItemContainer.ItemIndex

Item Index

No

Yes

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

ListBoxItemContainer.Selected

Selected

No

Yes

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

ListBoxScrollingConcept.ScrollMessageArguments.ScrollPosition

Scroll Position

No

No

Reports the scroll position in the Scroll View within the List Box.

ListBoxScrollingConcept.ScrollMessageArguments.ScrollSpeed

Scroll Speed

No

No

Reports the scroll speed in the Scroll View within the List Box.

ListBoxScrollingConcept.UserScrollStartedMessageArguments.ItemIndex

Item Index

No

No

Reports the index of the List Box item where the user started scrolling.

LongPressManipulatorComponent.LongPressDuration

Long Press Duration

No

No

Sets the duration of the press required for the installed long-press manipulator to recognize the long-press gesture and to set off the Long Press trigger.

LookAt

Look At

No

Yes

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

MaskEffect2D.Channel

Mask Channel

No

Yes

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.

MaskEffect2D.Height

Mask Height

No

Yes

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.

MaskEffect2D.HorizontalAlignment

Mask Horizontal Alignment

No

Yes

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.

MaskEffect2D.Invert

Invert Mask

No

Yes

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

MaskEffect2D.Mask

Mask Texture

No

Yes

Sets the mask texture. The default is no texture.

MaskEffect2D.Offset

Mask Offset

No

Yes

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

MaskEffect2D.Scale

Mask Scale

No

Yes

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

MaskEffect2D.ScreenSpace

Use Screen Space

No

Yes

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

MaskEffect2D.Strength

Mask Strength

No

Yes

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.

MaskEffect2D.Stretch

Mask Stretch

No

Yes

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.

MaskEffect2D.VerticalAlignment

Mask Vertical Alignment

No

Yes

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.

MaskEffect2D.Width

Mask Width

No

Yes

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.

MaskTexture

Mask Texture

No

Yes

The texture for masking other texture or color.

MaskTextureOffset

Mask Texture Offset

No

Yes

Sets an offset for mask in materials.

MaskTextureTiling

Mask Texture Tiling

No

Yes

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

MaterialBrush.Material

Material

No

Yes

Material used when drawing with the brush

MaterialSetupRenderPass.Material

Material

No

Yes

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

MeshMorphTargetWeight

Weight

No

No

A weight value for a morph target

Message.IsRepeat

Is Repeat

No

No

Whether the key press is a repeat caused by the user holding down a keyboard key.

Message.ToggleState

Toggle State

No

No

Reports the toggle state of a Button.

MessageArgument.FloatValueAccumulator.SetAccumulatedValueBoundaries.MaximumAccumulatedValue

Maximum Value

No

No

Sets the maximum total accumulated float value.

MessageArgument.FloatValueAccumulator.SetAccumulatedValueBoundaries.MinimumAccumulatedValue

Minimum Value

No

No

Sets the minimum total accumulated float value.

MessageArgument.FocusReason

Focus Reason

No

No

Sets the focus reason: - Force Focus. Focus was forced on the node. - Focus Chain Navigation. Focus was moved as a result of navigation in the focus chain. - Node Hidden. The Visible property of the focused node was disabled.

MessageArgument.IntValueAccumulator.SetAccumulatedValueBoundaries.MaximumAccumulatedValue

Maximum Accumulated Value

No

No

Sets the maximum total accumulated integer value.

MessageArgument.IntValueAccumulator.SetAccumulatedValueBoundaries.MinimumAccumulatedValue

Minimum Accumulated Value

No

No

Sets the minimum total accumulated integer value.

MessageArgument.Key

Key

No

No

Sets the target logical key.

MessageArgument.Page.Navigate.Immediate

Immediate

No

No

Whether to navigate to the page instantly, without playing a transition animation.

MessageArgument.PropertyTargetEasingInterpolator.SetEnabled.Enabled

Enabled

No

No

Sets whether the Property Target Easing Interpolator attached to the Target Item interpolates the value of the Interpolated Property Type.

MessageArgument.Screen.ActivateThemeMessageArguments.Theme

Theme

No

No

Theme to activate

MessageArgument.ScrollView.ScrollDirection

Scroll Direction

No

No

Sets the scrolling direction for a Scroll View node.

MessageArgument.ScrollView.ScrollEdge

Scroll Edge

No

No

Set the direction in which a Scroll View node scrolls when you instruct it to scroll to either of the edges.

MessageArgument.ScrollView.ScrollPage

Scroll Page

No

No

Sets the direction in which a Scroll View node scrolls when you instruct it to scroll by the layout height of that Scroll View node.

MessageArgument.ScrollView.ScrollPosition

Position

No

No

Sets the x and y axis coordinates for the new scroll position of a Scroll View node.

MessageArgument.ScrollView.ScrollPositionX

Position X

No

No

Sets the x axis coordinate for the new scroll position of a Scroll View node.

MessageArgument.ScrollView.ScrollPositionY

Position Y

No

No

Sets the y axis coordinate for the new scroll position of a Scroll View node.

MessageArgument.ScrollView.ScrollSpeed

Speed

No

No

Sets the scrolling speed of a Scroll View node.

MessageArgument.ScrollView.ScrollTarget

Scroll Target

No

No

Sets the target position for a Scroll View node.

MessageArgument.ScrollView.SnapDirection

Snap Direction

No

No

Sets the direction of a snap request.

MessageArgument.ScrollView.SnapPosition

Snap Position

No

No

Sets the target of a snap request.

MessageArgument.ScrollView.Zoom

Zoom

No

No

Sets the zoom level for a Scroll View node.

MessageArgument.StateManager.EnteredState

State

No

No

State Manager State Entered

MessageArgument.StateManager.Immediate

Immediate

No

No

Whether to change the state instantly, without playing a transition animation.

MessageArgument.StateManager.LeftState

State

No

No

State Manager State Left

MessageArgument.StateManager.LoopStates

Loop State

No

No

Whether to go back to the first state after reaching the last state.

MessageArgument.StateManager.ShowStateManagerOnly

Show only items that have state manager

No

Yes

Show only items that have state manager

MessageArgument.StateManager.SourceState

Source State

No

No

Source State for the transition

MessageArgument.StateManager.State

State

No

No

State Manager State

MessageArgument.StateManager.StateDefinedInCode

State defined in code

No

Yes

State defined in code

MessageArgument.StateManager.StateGroup

State Group

No

No

The state group that contains the state to which you want to transition.

MessageArgument.StateManager.StateSelectorPlaceholder

State

No

Yes

Target state for dispatched message action

MessageArgument.StateManager.TargetState

Target State

No

No

Target State for the transition

MessageTrigger.MessageSource

Message Source

No

No

A filter that makes possible to intercept events only for a certain source node. Empty string intercepts messages from all sources.

MessageTrigger.RoutingMode

Routing Mode

No

No

The routing phase where the message is going to be intercepted.

MessageTrigger.SetHandled

Set Message Handled

No

No

When enabled the trigger intercepts the message, marks it as handled, and prevents further message delivery.

MetallicFactor

Metallic Factor

No

Yes

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

MetallicTexture

Metallic Texture

No

Yes

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.

Model3D.DrawnAsBoundingBox

Drawn as Bounding Box

No

Yes

When enabled the object is drawn its solid bounding box.

Model3D.Material

Material

No

Yes

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

Model3D.Mesh

Mesh

No

No

The mesh resource used by the model.

MoveFocusAction.Direction

Direction

No

No

Direction to which the focus is transferred in the focus navigation chain.

MultiClickManipulatorComponent.ClickCount

Click Count

No

No

Sets the number of clicks or taps required for the installed multi-click manipulator to recognize the multi-click gesture and to set off the Multi-Click trigger. The default value is 2.

MultiClickManipulatorComponent.SendIntermediateClickMessages

Send Intermediate Click Messages

No

Yes

Sets whether to send Intermediate Click messages until the desired click count is reached.

MultiClickManipulatorComponent.Timeout

Multi-Click Timeout

No

No

Sets the time in milliseconds within which two consecutive clicks or taps must occur for the multi-click manipulator to continue recognizing them as the multi-click gesture. The default value is 250 ms.

NavigationManipulatorComponent.DownNavigationKey

Down Navigation Key

No

Yes

Sets the logical key value of the down navigation.

NavigationManipulatorComponent.DownNavigationKeyModifier

Down Navigation Key Modifier

No

Yes

Sets the key modifiers of the down navigation. The default value is Undefined.

NavigationManipulatorComponent.EndNavigationKey

End Navigation Key

No

Yes

Sets the logical key value of the end navigation.

NavigationManipulatorComponent.EndNavigationKeyModifier

End Navigation Key Modifier

No

Yes

Sets the key modifiers of the end navigation. The default value is Undefined.

NavigationManipulatorComponent.HomeNavigationKey

Home Navigation Key

No

Yes

Sets the logical key value of the home navigation.

NavigationManipulatorComponent.HomeNavigationKeyModifier

Home Navigation Key Modifier

No

Yes

Sets the key modifiers of the home navigation. The default value is Undefined.

NavigationManipulatorComponent.LeftNavigationKey

Left Navigation Key

No

Yes

Sets the logical key value of the left direction navigation.

NavigationManipulatorComponent.LeftNavigationKeyModifier

Left Navigation Key Modifier

No

Yes

Sets the key modifiers of the left direction navigation. The default value is Undefined.

NavigationManipulatorComponent.PageDownNavigationKey

Page Down Navigation Key

No

Yes

Sets the logical key value of the page-down navigation.

NavigationManipulatorComponent.PageDownNavigationKeyModifier

Page Down Navigation Key Modifier

No

Yes

Sets the key modifiers of the page-down navigation. The default value is Undefined.

NavigationManipulatorComponent.PageUpNavigationKey

Page Up Navigation Key

No

Yes

Sets the logical key value of the page-up navigation.

NavigationManipulatorComponent.PageUpNavigationKeyModifier

Page Up Navigation Key Modifier

No

Yes

Sets the key modifiers of the page-up navigation. The default value is Undefined.

NavigationManipulatorComponent.RightNavigationKey

Right Navigation Key

No

Yes

Sets the logical key value of the right direction navigation.

NavigationManipulatorComponent.RightNavigationKeyModifier

Right Navigation Key Modifier

No

Yes

Sets the key modifiers of the right direction navigation. The default value is Undefined.

NavigationManipulatorComponent.UpNavigationKey

Up Navigation Key

No

Yes

Sets the logical key value of the up navigation.

NavigationManipulatorComponent.UpNavigationKeyModifier

Up Navigation Key Modifier

No

Yes

Sets the key modifiers of the up navigation. The default value is Undefined.

NinePatchImage2D.ImageBottom

Bottom Image

No

Yes

The image to use in middle of the bottom row.

NinePatchImage2D.ImageBottomLeft

Bottom-Left Image

No

Yes

Image to use in the bottom-left corner.

NinePatchImage2D.ImageBottomRight

Bottom-Right Image

No

Yes

The image to use in the bottom-right corner.

NinePatchImage2D.ImageCenter

Center Image

No

Yes

The image to use in the center.

NinePatchImage2D.ImageLeft

Left Image

No

Yes

The image to use in the center-left.

NinePatchImage2D.ImageRight

Right Image

No

Yes

The image to use in the center-right.

NinePatchImage2D.ImageTop

Top Image

No

Yes

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

NinePatchImage2D.ImageTopLeft

Top-Left Image

No

Yes

The image to use in the top-left corner.

NinePatchImage2D.ImageTopRight

Top-Right Image

No

Yes

The image to use in the top-right corner.

NinePatchImage2D.StretchTypeBottom

Stretch Type Bottom

No

Yes

Control the display of the bottom image: - Stretch. Scale the image to fill the space between the bottom-left and bottom-right images. - Wrap. When the width of the space between the bottom-left and bottom-right images exceeds the width of the image, either extend the last column of pixels in the image or tile the image. Depends on the value of the texture's Wrap Mode property.

NinePatchImage2D.StretchTypeCenter

Stretch Type Center

No

Yes

Control the display of the center image: - Stretch. Scale the image to fill the width and height of the center of the nine patch image. - Wrap. When the height and width of the center exceed the size of the image, either extend the last row or column of pixels in the image or tile the image. Depends on the value of the texture's Wrap Mode property.

NinePatchImage2D.StretchTypeLeft

Stretch Type Left

No

Yes

Control the display of the left image: - Stretch. Scale the image to fill the space between the top-left and bottom-left images. - Wrap. When the height of the space between the top-left and bottom-left images exceeds the height of the image, either extend the last row of pixels in the image or tile the image. Depends on the value of the texture's Wrap Mode property.

NinePatchImage2D.StretchTypeRight

Stretch Type Right

No

Yes

Control the display of the right image: - Stretch. Scale the image to fill the space between the top-right and bottom-right images. - Wrap. When the height of the space between the top-right and bottom-right images exceeds the height of the image, either extend the last row of pixels in the image or tile the image. Depends on the value of the texture's Wrap Mode property.

NinePatchImage2D.StretchTypeTop

Stretch Type Top

No

Yes

Control the display of the top image: - Stretch. Scale the image to fill the space between the top-left and top-right images. - Wrap. When the width of the space between the top-left and top-right images exceeds the width of the image, either extend the last column of pixels in the image or tile the image. Depends on the value of the texture's Wrap Mode property.

Node.ActualDepth

Actual Layout Depth

No

Yes

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

Node.ActualHeight

Actual Layout Height

No

Yes

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

Node.ActualWidth

Actual Layout Width

No

Yes

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

Node.ClipChildren

Clip Children

No

Yes

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.

Node.ContentStretch

Content Stretch

No

Yes

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

Node.Depth

Layout Depth

No

Yes

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

Node.DepthAlignment

Depth Alignment

No

Yes

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

Node.DepthMargin

Depth Margin

No

Yes

Sets the depth distance between this node and other nodes that are adjacent to this node in a layout. To set the Depth Margin property fields in a binding use: - Vector_X to access the Back property field - Vector_Y to access the Front property field

Node.EffectivelyEnabled

Effectively Enabled

No

Yes

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.

Node.Enabled

Enabled

No

Yes

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.

Node.Focusable

Focusable

No

Yes

Indicates whether the node can receive focus.

Node.Focused

Focused

No

Yes

Indicates whether the node has the key focus.

Node.FocusState

Focus State

No

Yes

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.

Node.FontFamily

Font Family

No

Yes

The font family used to render the text.

Node.Height

Layout Height

No

Yes

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

Node.HitTestable

Hit Testable

No

Yes

When enabled, 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.

Node.HitTestableContainer

Hit Testable Container

No

Yes

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

Node.HorizontalAlignment

Horizontal Alignment

No

Yes

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

Node.HorizontalMargin

Horizontal Margin

No

Yes

Sets the horizontal space between this node and other nodes that are adjacent to this node in a layout. To set the Horizontal Margin property fields in a binding use: - Vector_X to access the Left property field - Vector_Y to access the Right property field

Node.Hover

Hover

No

Yes

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

Node.Locale

Locale

No

No

The locale of the node.

Node.Opacity

Opacity

No

Yes

Opacity of the node.

Node.Path

Node.Path

No

Yes

Full path to the node.

Node.Projection2DTo3DScale

2D to 3D Projection Scale

No

Yes

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.

Node.StateManager

State Manager

No

Yes

Sets the State Manager to the node.

Node.Style

Style

No

Yes

Sets a style to the node.

Node.VerticalAlignment

Vertical Alignment

No

Yes

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

Node.VerticalMargin

Vertical Margin

No

Yes

Sets the vertical space between this node and other nodes that are adjacent to this node in a layout. To set the Vertical Margin property fields in a binding use: - Vector_X to access the Bottom property field - Vector_Y to access the Top property field

Node.Visible

Visible

No

Yes

When disabled, Kanzi does not render the node.

Node.VisibleAmountInParent

Visible Amount in Parent

No

Yes

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.

Node.Width

Layout Width

No

Yes

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

Node2D.AspectRatio

Aspect Ratio

No

Yes

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

Node2D.BackgroundBrush

Background Brush

No

Yes

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

Node2D.CacheValid

Cache Valid

No

Yes

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

Node2D.CachingMode

Caching Mode

No

Yes

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.

Node2D.CompositionBrush

Composition Brush

No

Yes

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

Node2D.DisableRenderTargetClear

Disable Render Target Clear Color

No

Yes

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

Node2D.Effect

Effect

No

Yes

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.

Node2D.EffectPrefab

Effect Prefab

No

Yes

The 2D Effect to use for this node.

Node2D.ForceComposition

Force Composition

No

Yes

Force rendering to composing target even if not otherwise necessary.

Node2D.ForegroundBrush

Foreground Brush

No

Yes

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

Node2D.ForegroundHint

Foreground Hint

No

Yes

Give a hint of the type of the foreground of 2D nodes: - None renders the background brush after rendering the node. - Translucent renders the background brush before the content of the node. - Occluding renders the background brush.

Node2D.LayoutTransformation

Layout Transformation

No

Yes

The 2D transformation to be applied before layouting.

Node2D.OffscreenRendering

Off-Screen Rendering

No

Yes

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

Node2D.PerspectiveTransformation

Perspective Transformation

No

Yes

The 3D transformation to be applied after layouting.

Node2D.PerspectiveTransformationFov

Perspective Transformation FOV

No

Yes

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

Node2D.PerspectiveTransformationMode

Perspective Transformation Mode

No

Yes

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

Node2D.PerspectiveTransformationOrigin

Perspective Transformation Origin

No

Yes

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

Node2D.PerspectiveTransformationPivot

Perspective Transformation Pivot

No

Yes

The 3D pivot point in relative coordinates.

Node2D.PixelFormat

Pixel Format

No

Yes

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

Node2D.RenderSelf

Render Self

No

Yes

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

Node2D.RenderTarget

Render Target

No

Yes

Forces the node to be rendered into a given render target texture. When set to "No Target", regular conditions whether node is rendered to a texture, such as opacity and rotation, are applied.

Node2D.RenderTargetMinimumHeight

Render Target Minimum Height

No

Yes

Sets the minimum height of implicitly generated render targets.

Node2D.RenderTargetMinimumWidth

Render Target Minimum Width

No

Yes

Sets the minimum width of implicitly generated render targets.

Node2D.RenderTargetReallocationLimit

Render Target Reallocation Limit

No

Yes

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

Node2D.RenderTransformation

Render Transformation

No

Yes

The 2D transformation to be applied after layouting.

Node2D.RenderTransformationOrigin

Render Transformation Origin

No

Yes

Sets the render transform origin in relative coordinates.

Node2D.SnapToPixel

Snap to Pixel

No

Yes

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

Node3D.FinalTransformation

Final Transformation

No

Yes

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

Node3D.LayoutTransformation

Layout Transformation

No

Yes

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

Node3D.RenderTransformation

Render Transformation

No

Yes

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

NodeComponent.NodeComponentMessageArguments.TargetName

Target Node Component Name

No

No

Sets the name of the node component that receives this message. To send this message to every node component in this node, use an empty string.

NodeComponent.NodeComponentSourceMessageArguments.SourceName

Source Node Component Name

No

No

Name of the node component that sent the message.

NodeListRenderPass.Filter

Filter

No

Yes

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

NodeListRenderPass.NodeList

Node List

No

Yes

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

NodeListRenderPass.OutputNodeList

Output Node List

No

Yes

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

NormalScale

Normal Scale

No

Yes

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

NormalTexture

Normal Texture

No

Yes

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

OcclusionStrength

Occlusion Strength

No

Yes

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

OcclusionTexture

Occlusion Texture

No

Yes

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

OnPropertyChangedTrigger.IgnoreIdenticalValue

Ignore Identical Value

No

No

Invoke the trigger only on change in the monitored property's value.

OnPropertyChangedTrigger.IgnoreInitialValue

Ignore Initial Value

No

No

Invoke the trigger only when the value of the monitored property changes after the trigger is already attached.

OnPropertyChangedTrigger.SourceNode

Node

No

No

The node for which this trigger monitors property changes.

OnPropertyChangedTrigger.SourcePropertyType

Property Type

No

No

The property type the changes of which trigger this trigger.

OutlineEffect2D.Color

Outline Color

No

Yes

Sets the color of the outline.

OutlineEffect2D.ContentGradient

Content Gradient

No

Yes

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.

OutlineEffect2D.ContentMask

Content Mask

No

Yes

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.

OutlineEffect2D.ContentThreshold

Content Threshold

No

Yes

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.

OutlineEffect2D.InnerSoftness

Outline Inner Softness

No

Yes

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.

OutlineEffect2D.InnerWidth

Outline Inner Width

No

Yes

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

OutlineEffect2D.InvertContentMask

Invert Content Mask

No

Yes

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

OutlineEffect2D.Method

Outline Method

No

Yes

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

OutlineEffect2D.Softness

Outline Softness

No

Yes

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.

OutlineEffect2D.Texture

Outline Texture

No

Yes

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.

OutlineEffect2D.TextureOffset

Outline Texture Offset

No

Yes

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

OutlineEffect2D.TextureTiling

Outline Texture Tiling

No

Yes

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

OutlineEffect2D.Width

Outline Width

No

Yes

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

Page.AutoActivate

Keep Active

No

No

Always activate this Page node when its parent is active.

Page.RotationOffset

Rotation Offset

No

Yes

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

Page.ScaleOffset

Scale Offset

No

Yes

The factor by which to scale a Page node.

Page.SlideOffset

Slide Offset

No

Yes

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

Page.State

Activation State

No

Yes

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

Page.TransitionPhase

Transition Phase

No

Yes

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

PageHost.DefaultSubPage

Default Subpage

No

No

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

PageHost.LoopSubPages

Loop Subpages

No

No

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

PageHost.Transitions

Transitions

No

Yes

Transitions to be used within this PageHost node.

PageTransition.Direction

Direction

No

No

Defines whether the transition is unidirectional (one way) or bidirectional (two way).

PageTransition.Duration

Duration

No

No

The duration of a Page node transition (in milliseconds).

PageTransition.From

From

No

No

The selection criteria for the source Page node. Use * for any Page node.

PageTransition.To

To

No

No

The selection criteria for the target Page node. Use * for any Page node.

PageTransitionAnimation.AnimationTarget

Animation Target

No

No

Defines the animation target, either page transitioning in or page transitioning out.

PageTransitionAnimation.EndValue

End Value

No

No

The ending value for the animation.

PageTransitionAnimation.PropertyType

Transition Property

No

No

Defines which property to animate.

PageTransitionAnimation.StartValue

Start Value

No

No

The starting value for the animation.

PanManipulator.PanDelta

Pan Delta

No

No

Holds the change in pan position since the last update in global screen coordinates.

PanManipulator.PanVelocity

Pan Velocity

No

No

Holds the current estimate of the pan velocity in global screen coordinates.

PanManipulatorComponent.MaximumTouchPoints

Maximum Touch Points

No

Yes

Sets the maximum number of touches allowed on the node area for the installed pan manipulator to recognize the pan gesture and to set off the Pan Started trigger. The default value is 10. The value cannot be lower than the value of the Minimum Touch Points property.

PanManipulatorComponent.MinimumTouchPoints

Minimum Touch Points

No

Yes

Sets the minimum number of touches required on the node area for the installed pan manipulator to recognize the pan gesture and to set off the Pan Started trigger. The default value is 1.

PanManipulatorComponent.RecognitionThreshold

Recognition Threshold

No

Yes

Sets the threshold in pixels on the horizontal and vertical axis that the finger must move before Kanzi recognizes it as a pan gesture. The default value is 5 pixels on both axes. To disable the pan gesture along either axis, set the threshold on that axis to -1.

PanManipulatorComponent.RoutingMode

Routing Mode

No

No

Routing mode determines when the input manipulator recognizes input events: - Bubbling: The installed manipulator recognizes input events that are traversing from the hit test node or the focus node to the root node. - Tunneling: The installed manipulator recognizes input events that are traversing from the root node to the hit test node or to the focus node.

ParallelActivityHostConcept.BringActivatedToFront

Bring Activated Activity To Front

No

Yes

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.

ParallelActivityHostConcept.FocusOnActivation

Focus On Activation

No

Yes

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.

PinchManipulator.PinchPositionDelta

Pinch Position Delta

No

No

PinchManipulator.PinchRotation

Pinch Rotation

No

No

PinchManipulator.PinchScale

Pinch Scale

No

No

PipelineStateRenderPass.BlendMode

Blend Mode

No

Yes

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

PipelineStateRenderPass.ColorWriteMode

Color Write Mode

No

Yes

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

PipelineStateRenderPass.CullMode

Cull Mode

No

Yes

Sets the culling of the triangle faces in the rendered meshes. Set to: - Back to render the triangles whose normal points towards a Camera node - Front to render the triangles whose normal points away from a Camera node

PipelineStateRenderPass.DepthTestFunction

Depth Test Function

No

Yes

Controls whether the depth test discards a fragment.

PipelineStateRenderPass.DepthWriteEnabled

Depth Write Enabled

No

Yes

Sets whether the render pass writes to the depth buffer.

PipelineStateRenderPass.PolygonDepthOffset

Polygon Depth Offset

No

Yes

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.

PipelineStateRenderPass.Scissor

Scissor Area

No

Yes

Sets the scissor test within the current rendering Viewport node. You can define the scissor in either relative or absolute coordinates, the default is relative. Use the Scissor Mode property to set the coordinate type.

PipelineStateRenderPass.ScissorMode

Scissor Mode

No

Yes

Sets the scissor test coordinate mode.

PipelineStateRenderPass.StencilFailOperation

Stencil Fail Operation

No

Yes

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

PipelineStateRenderPass.StencilMask

Stencil Function Mask

No

Yes

Sets a mask on which the AND operation is executed with both the reference value and the stored stencil value when the test is done.

PipelineStateRenderPass.StencilPassDepthFailOperation

Stencil Pass Depth Fail Operation

No

Yes

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

PipelineStateRenderPass.StencilPassDepthPassOperation

Stencil Pass Depth Pass Operation

No

Yes

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

PipelineStateRenderPass.StencilReferenceValue

Stencil Function Reference Value

No

Yes

Sets the reference value for the stencil test.

PipelineStateRenderPass.StencilTestFunction

Stencil Test Function

No

Yes

Controls whether the stencil test discards a fragment.

PipelineStateRenderPass.StencilWriteEnabled

Stencil Write Enabled

No

Yes

Sets whether to enable writing to the stencil buffer.

PipelineStateRenderPass.Viewport

Viewport Area

No

Yes

Modifies the current rendering Viewport node. You can define the Viewport in either relative or absolute coordinates, the default is relative. Use the Viewport Mode property to set the coordinate type.

PipelineStateRenderPass.ViewportMode

Viewport Mode

No

Yes

Sets the coordinate type for the Viewport node.

PointLight

Point Light

No

Yes

Point light settings

PointLightAttenuation

Point Light Attenuation

No

Yes

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.

PointLightColor

Point Light Color

No

Yes

Sets the color of the Point Light.

PointLightRadius

Point Light Radius

No

Yes

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

PrefabViewConcept.AsynchronousLoadCompletedMessageArguments.PrefabTemplate

Prefab Template

No

No

The prefab whose resources finished loading asynchronously.

PrefabViewConcept.LoadAsynchronouslyMessageArguments.PrefabTemplate

Prefab Template

No

No

The prefab whose resources you want to load asynchronously.

PrefabViewConcept.Prefab

Prefab Template

No

Yes

Node to use on this prefab view.

ProgressiveRenderingViewport2D.Animation

Timeline

No

Yes

The animation timeline to play in Progressive Rendering Viewport 2D

ProgressiveRenderingViewport2D.MultisampleLevel

Multisample Level

No

Yes

Sets the multisampling level of the progressive rendering backbuffers. To disable multisampling, remove the property or set the property value to 1.

ProjectResourceDefaultCrossProjectVisibility

Resource Visibility Across Projects

No

Yes

Sets whether the resources of this project are available to referencing projects: - Private makes the resources available only to this project. This is the default value. - Public makes the resources available in the dropdown menus of referencing projects. To override this setting for an individual resource, add and set the Visibility Across Projects property for that resource.

PropertyDrivenAnimationPlayer.Enabled

Enabled

No

No

Specifies whether animation timeline is applied.

PropertyDrivenAnimationPlayer.RelativePlayback

Relative Playback

No

No

Specifies whether animations are applied in relative manner by adding animated value to target property value instead of replacing the property value.

PropertyDrivenAnimationPlayer.Timeline

Target Animation Timeline

No

No

The target animation timeline for property driven animation.

PropertyDrivenAnimationPlayer.TimePropertyTypeProperty

Time Controller Property Type

No

No

The type of property on the node whose value is taken by the player as input time for timeline playback.

PropertyTargetEasingInterpolator.EasingFunction

Easing Function

No

No

Sets the easing function that defines the curve of the interpolation.

PropertyTargetEasingInterpolator.EasingMode

Easing Mode

No

No

Sets how to apply the easing function to the interpolation.

PropertyTargetEasingInterpolator.Enabled

Enabled

No

Yes

Sets whether the Property Target Easing Interpolator interpolates the value of the Interpolated Property Type.

PropertyTargetEasingInterpolator.InterpolatedPropertyField

Interpolated Field

No

No

The property field of the Interpolated Property Type you want to interpolate from its previous value to a new value using this Property Target Easing Interpolator.

PropertyTargetEasingInterpolator.InterpolatedPropertyType

Interpolated Property Type

No

No

The property type you want to interpolate from its previous value to a new value using this Property Target Easing Interpolator.

PropertyTargetEasingInterpolator.InterpolationDuration

Interpolation Duration

No

No

Sets the duration of the interpolation in milliseconds.

PropertyTargetEasingInterpolator.InterpolationIfInterrupted

Interpolation If Interrupted

No

No

Sets what happens if a new value is set to the interpolated property before interpolation to its previous value completes:
  • Start from current interpolated value uses the current value of the ongoing interpolation as the start value of the new interpolation.

  • Start from current target value uses the target value of the ongoing interpolation as the start value of the new interpolation.

PropertyTargetEasingInterpolator.NotifyInterpolationCompleted

Notify Interpolation Completed

No

Yes

Sets whether the Property Target Easing Interpolator dispatches a Completed message every time it completes interpolation.

PropertyTargetInterpolator.Acceleration

Acceleration

No

No

Acceleration coefficient of property interpolation. Larger acceleration leads to faster reaching new property value.

PropertyTargetInterpolator.Drag

Drag

No

No

Drag coefficient of property interpolation. Larger drag lowers maximum speed of interpolation.

PropertyTargetInterpolator.InterpolatedPropertyField

Interpolated Field

No

No

The field of a property on a node which is interpolated from its previous value to new one by property target interpolator.

PropertyTargetInterpolator.InterpolatedPropertyType

Interpolated Property Type

No

No

The property type of a property on a node which is interpolated from its previous value to new one by property target interpolator.

RangeConcept.CommonMessageArguments.Value

Range Value

No

No

Range Value

RangeConcept.IsValueChanging

Is Value Changing

No

Yes

Whether the value is currently changing.

RangeConcept.MaximumValue

Maximum Value

No

Yes

The maximum value that the range allows.

RangeConcept.MinimumValue

Minimum Value

No

Yes

The minimum value that the range allows.

RangeConcept.NormalizedValue

Normalized Value

No

Yes

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

RangeConcept.Step

Step Value

No

Yes

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

RangeConcept.Value

Value

No

Yes

The current value.

RenderPass.Camera

Camera

No

Yes

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

RenderPass.Enabled

Enabled

No

Yes

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

RenderPass.InputViewportArea

Input Viewport Area

No

Yes

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

RenderPassView.RenderPassPrefab

Render Pass Prefab

No

Yes

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

ResourceCrossProjectVisibility

Visibility Across Projects

No

Yes

Sets whether this resource is available to referencing projects: - Project setting uses the value of the Resource Visibility Across Projects property of the project. - Private makes the resource available only to this project. - Public makes the resource available in the dropdown menus of referencing projects.

ResourceDictionarySelector.SelectedDictionary

Selected Theme

No

No

The currently selected theme in the theme group. In Kanzi Studio you can change the current theme with the ActivateTheme action.

ResourceKeepAliveBehavior

Keep Alive Behavior

No

Yes

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

RoughnessFactor

Roughness Factor

No

Yes

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

RoughnessTexture

Roughness Texture

No

Yes

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.

Scene.Camera

Camera

No

Yes

The camera for displaying the scene.

Scene.HitTestCamera

Hit Testing Camera

No

Yes

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

Screen.ClearColor

Screen Clear Color

No

Yes

If screen has a clear color, screen will be cleared with the specified color before all other rendering. Depth will be cleared to 1.0f and stencil will be cleared to 0.

Screen.HostName

Host Name

No

Yes

Containes the name of the host the node originates from.

ScrollViewConcept.AllowedScrollAxis

Allowed Scroll Axis

No

Yes

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

ScrollViewConcept.DraggingAccelerationCoefficient

Dragging Acceleration

No

Yes

Sets the acceleration of the node controlled by a Scroll View node while you drag that Scroll View node. Use low values when you want that node to slowly reach the final position. Use high values when you want that node to quickly reach the final position.

ScrollViewConcept.DraggingDragCoefficient

Dragging Drag

No

Yes

Sets the amount that drag affects the movement of the node controlled by a Scroll View node while you drag that Scroll View node. The lower the value the higher the drag and the faster the sliding of that node stops.

ScrollViewConcept.DraggingImpulseFactor

Dragging Impulse

No

Yes

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

ScrollViewConcept.LoopingXEnabled

Looping X Enabled

No

Yes

Sets the node controlled by a Scroll View node to start scrolling from the beginning when the scroll reaches the scroll bounds on the x axis. When the scroll value reaches the maximum value of the bound, the value changes to the minimum value and the other way around. Use the Scroll Bounds Minimum and Scroll Bounds Maximum properties to set the scroll bounds.

ScrollViewConcept.LoopingYEnabled

Looping Y Enabled

No

Yes

Sets the node controlled by a Scroll View node to start scrolling from the beginning when the scroll reaches the scroll bounds on the y axis. When the scroll value reaches the maximum value of the bound, the value changes to the minimum value and the other way around. Use the Scroll Bounds Minimum and Scroll Bounds Maximum properties to set the scroll bounds.

ScrollViewConcept.MaximumNumberOfTouches

Maximum Number of Touches

No

Yes

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

ScrollViewConcept.MinimumNumberOfTouches

Minimum Number of Touches

No

Yes

Sets the required number of touch points pressed for a Scroll View node pan to start. Scroll View nodes with minimum number of touches greater than one precede the children in touch processing.

ScrollViewConcept.RecognitionThreshold

Recognition Threshold

No

Yes

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

ScrollViewConcept.ScrollBoundsMaximum

Scroll Bounds Maximum

No

Yes

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

ScrollViewConcept.ScrollBoundsMinimum

Scroll Bounds Minimum

No

Yes

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

ScrollViewConcept.Scrolling

Scrolling

No

Yes

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

ScrollViewConcept.ScrollPosition

Scroll Position

No

Yes

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.

ScrollViewConcept.ScrollSpeed

Scroll Speed

No

Yes

The current scroll speed (read-only).

ScrollViewConcept.ScrollTargetPosition

Scroll Target Position

No

Yes

The current target scroll value (read-only).

ScrollViewConcept.Sensitivity

Scroll Sensitivity

No

Yes

Sets the amount the position changes relative to the movement of the pointer that starts the swiping. The higher the value the more the position of the node controlled by a Scroll View node changes. The default value is 1.

ScrollViewConcept.SlidingAccelerationCoefficient

Sliding Acceleration

No

Yes

Sets the acceleration of the node controlled by a Scroll View node after you release the pointer with which you swipe. Use low values when you want that node to slowly reach the final position. Use high values when you want that node to quickly reach the final position.

ScrollViewConcept.SlidingDragCoefficient

Sliding Drag

No

Yes

Sets the amount that drag affects the movement of the node controlled by a Scroll View node after you release the pointer with which you swipe. The lower the value the higher the drag and the faster the sliding of the object controlled by the Scroll View node stops.

ScrollViewConcept.StepMultiplier

Step Multiplier

No

Yes

Sets the smallest distance that a Scroll View scrolls.

ScrollViewConcept.SwipeDistance

Swipe Distance

No

Yes

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

ScrollViewConcept.Zoom

Zoom

No

Yes

Sets the current zoom level.

ScrollViewConcept.ZoomAffectsScrolling

Zoom Affects Scrolling

No

Yes

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

ScrollViewConcept.ZoomEnabled

Zoom Enabled

No

Yes

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

ScrollViewConcept.ZoomMaximum

Maximum Zoom

No

Yes

Sets the maximum zoom level.

ScrollViewConcept.ZoomMinimum

Minimum Zoom

No

Yes

Sets the minimum zoom level.

ShadowEffect2D.Angle

Shadow Angle

No

Yes

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.

ShadowEffect2D.BlurRadius

Shadow Blur Radius

No

Yes

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.

ShadowEffect2D.Color

Shadow Color

No

Yes

Sets the color and alpha of the shadow.

ShadowEffect2D.Distance

Shadow Distance

No

Yes

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.

ShadowEffect2D.OverrideOffset

Override Shadow Offset

No

Yes

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.

ShadowEffect2D.Quality

Shadow Quality

No

Yes

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

ShadowEffect2D.ShadowOnly

Shadow Only

No

Yes

Whether to render only the shadow without the node contents.

ShadowEffect2D.Type

Shadow Type

No

Yes

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

SliderConcept.MaxDistanceFromCurve

Maximum Distance From Curve

No

Yes

The distance from the curve where hit testing succeeds.

SpecularAntiAliasingStrength

Specular Anti-Aliasing Strength

No

Yes

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.

SpecularAntiAliasingThreshold

Specular Anti-Aliasing Threshold

No

Yes

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

SpecularColor

Specular Color

No

Yes

The color of the specular reflection.

SpecularExponent

Specular Exponent

No

Yes

Determines the size of the specular highlight.

SpecularFactor

Specular Color Factor

No

Yes

Sets the specular color for the material.

SpecularTexture

Specular Color Texture

No

Yes

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

SpotLight

Spot Light

No

Yes

Spot light settings

SpotLightAttenuation

Spot Light Attenuation

No

Yes

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.

SpotLightColor

Spot Light Color

No

Yes

Sets the color of the Spot Light.

SpotLightCutoffAngle

Cutoff

No

Yes

Sets the angle of the light cone in degrees.

SpotLightExponent

Exponent

No

Yes

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

SpotLightInnerAngle

Inner Angle

No

Yes

Sets the inner angle of the light cone in degrees.

SpotLightRadius

Spot Light Radius

No

Yes

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

StackLayoutConcept.Direction

Direction

No

Yes

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

StackLayoutConcept.Reversed

Reversed

No

Yes

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

StateGroupInitialState

Initial State

No

Yes

Allows to define a startup state for a group, if there is no controller property defined.

Tags

Tags

No

Yes

List of tags attached to the item

TextBlock3D.Baseline

Baseline

No

Yes

Font baseline in 3D space units.

TextBlock3D.TwoPassRendering

Two Pass Rendering

No

Yes

Defines whether the Text Block 3D is rendered in two passes. Disabling the two pass rendering improves performance, but can cause invalid rendering results when glyph bounds overlap.

TextBlockConcept.WordWrap

Word Wrap

No

Yes

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

TextBox3D.CompositionBackgroundColor

Composition Background Color

No

Yes

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

TextBox3D.CompositionFontColor

Composition Font Color

No

Yes

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

TextBox3D.SelectionBackgroundColor

Selection Background Color

No

Yes

Sets the color that highlights the selected text.

TextBox3D.SelectionFontColor

Selection Font Color

No

Yes

Sets the color of the selected text.

TextBoxConcept.CompositionText

Composition Text

No

Yes

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

TextBoxConcept.CompositionTextBackgroundBrush

Composition Text Background Brush

No

Yes

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

TextBoxConcept.CompositionTextForegroundBrush

Composition Text Foreground Brush

No

Yes

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

TextBoxConcept.CursorPosition

Cursor Position

No

Yes

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

TextBoxConcept.CursorPositionMessageArguments.CursorPosition

Current Position

No

No

Contains the current position of the cursor.

TextBoxConcept.CursorPrefab

Cursor Prefab

No

Yes

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

TextBoxConcept.DisplayText

Display Text

No

Yes

Reports the text that the Text Box displays.

TextBoxConcept.EchoMode

Echo Mode

No

Yes

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.

TextBoxConcept.EditMode

Edit Mode

No

Yes

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.

TextBoxConcept.HasSelection

Has Selection

No

Yes

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

TextBoxConcept.HideTextHintWhenEditing

Hide Text Hint When Editing

No

Yes

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.

TextBoxConcept.InputMethodAction

Input Method Action

No

Yes

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.

TextBoxConcept.InputType

Input Type

No

Yes

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

TextBoxConcept.IsComposingText

Is Composing Text

No

Yes

Reports the text composition state of the Text Box node.

TextBoxConcept.IsEditing

Is Editing

No

Yes

Reports the editing state of the Text Box node.

TextBoxConcept.MaximumTextLength

Maximum Text Length

No

Yes

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.

TextBoxConcept.PasswordEchoTimeout

Password Echo Timeout

No

Yes

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.

TextBoxConcept.PasswordMaskingCharacter

Password Masking Character

No

Yes

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.

TextBoxConcept.ReadOnly

Read Only

No

Yes

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.

TextBoxConcept.SelectedTextMessageArguments.SelectionEnd

Selection End

No

No

Contains the end index of the selection.

TextBoxConcept.SelectedTextMessageArguments.SelectionStart

Selection Start

No

No

Contains the index of the character in the beginning of the text selection.

TextBoxConcept.SelectionBackgroundBrush

Selection Background Brush

No

Yes

Sets the brush that highlights the selected text.

TextBoxConcept.SelectionEndCursorPosition

Selection End Cursor Position

No

Yes

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

TextBoxConcept.SelectionEndPrefab

Selection End Prefab

No

Yes

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

TextBoxConcept.SelectionForegroundBrush

Selection Foreground Brush

No

Yes

Sets the brush for the selected text.

TextBoxConcept.SelectionStartCursorPosition

Selection Start Cursor Position

No

Yes

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

TextBoxConcept.SelectionStartPrefab

Selection Start Prefab

No

Yes

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

TextBoxConcept.TextContentMessageArguments.TextFieldContent

Text

No

No

Contains the content of a Text Box node.

TextBoxConcept.TextHintPrefab

Text Hint Prefab

No

Yes

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

TextBoxConcept.TextInsertionMessageArguments.Position

Position

No

No

The character index at which to insert text.

TextBoxConcept.TextInsertionMessageArguments.Text

Text

No

No

Sets the text to insert in the Text Box node.

TextBoxConcept.TextKeyNavigationDirection

Text Key Navigation Direction

No

Yes

Sets the text key navigation direction.

TextBoxConcept.TextRangeMessageArguments.EndPosition

End Position

No

No

Sets the index of the last character in the text range.

TextBoxConcept.TextRangeMessageArguments.StartPosition

Start Position

No

No

Sets the index of the first character in the text range.

TextConcept.FontColor

Font Color

No

Yes

Sets the color of the text.

TextConcept.FontMaterial

Font Material

No

Yes

Sets the material whose shader is used to render the text. The shader must use the ContentTexture uniform which is automatically filled with glyph data.

TextConcept.HorizontalFit

Horizontal Fit

No

Yes

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.

TextConcept.HorizontalFitScaleLimits

Horizontal Fit Scale Limits

No

Yes

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.

TextConcept.HorizontalPadding

Horizontal Padding

No

Yes

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

TextConcept.Overflow

Overflow

No

Yes

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.

TextConcept.RemoveSideBearings

Remove Side Bearings

No

Yes

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

TextConcept.Text

Text

No

Yes

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

TextConcept.TextHorizontalAlignment

Text Horizontal Alignment

No

Yes

Sets the horizontal alignment of the text.

TextConcept.TextVerticalAlignment

Text Vertical Alignment

No

Yes

Sets the vertical alignment of the text.

TextConcept.Truncation

Truncation

No

Yes

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.

TextConcept.TruncationDirection

Truncation Direction

No

Yes

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.

TextConcept.VerticalPadding

Vertical Padding

No

Yes

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

Texture

Texture

No

Yes

The texture of the material.

TextureBrush.RenderTexture

Brush Texture

No

Yes

Texture for brush.

TextureNativeDeploymentTarget

Native Deployment Target

No

Yes

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

TextureOffset

Texture Offset

No

Yes

Sets an offset for texture in materials.

TextureTiling

Texture Tiling

No

Yes

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

TimerTrigger.Interval

Timer Interval (ms)

No

No

The interval in milliseconds on which the trigger is triggered.

ToggleButtonGroupConcept.CurrentButtonIndex

Current Button Index

No

Yes

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

ToneMapLinearScale

Tone Map Linear Scale

No

Yes

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.

TrajectoryLayoutConcept.AlignToTangent

Align To Tangent

No

Yes

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

TrajectoryLayoutConcept.CalculatedOffset

Calculated Offset

No

Yes

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

TrajectoryLayoutConcept.ItemAreaBegin

Item Area Begin

No

Yes

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.

TrajectoryLayoutConcept.ItemAreaEnd

Item Area End

No

Yes

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.

TrajectoryLayoutConcept.OverrideDistance

Override Distance

No

Yes

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

TrajectoryLayoutConcept.OverrideOffset

Trajectory Override Offset

No

Yes

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

TrajectoryLayoutConcept.StartOffset

Start Offset

No

Yes

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.

TrajectoryLayoutConcept.Stretch

Stretch

No

Yes

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

TrajectoryLayoutConcept.Trajectory

Trajectory

No

Yes

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

TrajectoryListBox.AllowedScrollAxis

Allowed Scroll Axis

No

Yes

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

TrajectoryListBox.Looping

Looping

No

Yes

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

TrajectoryListBoxConcept.AlignToTangent

Align To Tangent

No

Yes

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

TrajectoryListBoxConcept.CursorOffset

Cursor Offset

No

Yes

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

TrajectoryListBoxConcept.ItemAreaBegin

Item Area Begin

No

Yes

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.

TrajectoryListBoxConcept.ItemAreaEnd

Item Area End

No

Yes

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.

TrajectoryListBoxConcept.ScrollPosition

Scroll Position

No

Yes

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.

TrajectoryListBoxConcept.Spacing

Spacing

No

Yes

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

TrajectoryListBoxConcept.Trajectory

Trajectory

No

Yes

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

TrajectoryListBoxDraggingAccelerationCoefficient

Dragging Acceleration

No

Yes

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.

TrajectoryListBoxDraggingDragCoefficient

Dragging Drag

No

Yes

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.

TrajectoryListBoxDraggingImpulseFactor

Dragging Impulse

No

Yes

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

TrajectoryListBoxMaximumNumberOfTouches

Maximum Number of Touches

No

Yes

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

TrajectoryListBoxMinimumNumberOfTouches

Minimum Number of Touches

No

Yes

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

TrajectoryListBoxRecognitionThreshold

Recognition Threshold

No

Yes

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

TrajectoryListBoxSensitivity

Scroll Sensitivity

No

Yes

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.

TrajectoryListBoxSlidingAccelerationCoefficient

Sliding Acceleration

No

Yes

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.

TrajectoryListBoxSlidingDragCoefficient

Sliding Drag

No

Yes

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.

TrajectoryListBoxSwipeDistance

Swipe Distance

No

Yes

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

TriggerActionItem.ForwardedMessageArguments

Forwarded Arguments

No

Yes

The arguments of the message to forward

TrySetFocusAction.TargetItem

Target Item

No

No

Target item to be focused

ValueAccumulator.Autoplay

Autoplay

No

Yes

Sets whether the Value Accumulator starts automatically when it is attached to the node.

ValueAccumulator.BoundType

Bound Type

No

Yes

Sets how the Value Accumulator limits the total accumulated value between the minimum and maximum value boundaries.

ValueAccumulator.IncrementTimeInterval

Increment Time Interval

No

Yes

Sets the frequency of increments in milliseconds.

ValueControlledExclusiveActivityHostConcept.ControllerProperty

Controller Property

No

Yes

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

ValueControlledExclusiveActivityHostConcept.DataSourceControllerPropertyPath

Data Source Controller Property Path

No

Yes

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.

Viewport2D.Camera

Camera

No

Yes

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

Viewport2D.HitTestCamera

Hit Test Camera

No

Yes

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

Viewport2D.RenderPass

Render Pass

No

Yes

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

Viewport2D.RenderPassPrefab

Render Pass Prefab

No

Yes

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

Viewport3D.OverrideMaterial

Override Material

No

Yes

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.

Viewport3D.Prefab

Prefab Template

No

Yes

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

Viewport3D.PrefabTexture

Prefab Texture

No

Yes

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.

Window.MetricsType

Metrics Type

No

No

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

Window.Orientation

Orientation

No

No

Sets the orientation of the application window.

WriteLogAction.LogText

Log Text

No

No

The text to write to the Kanzi Studio Log window when a trigger executes this action.