Grid Layout 3D¶
Grid Layout 3D properties¶
Name |
Description |
Inherited |
Exported to Kanzi Engine |
---|---|---|---|
Tags |
List of tags attached to the item |
No |
No |
Imported from |
The source, the project reference or the 3D asset source file from where the item was imported into this project |
No |
No |
Import Source ID |
No |
No |
|
Original Name |
The name of the item in the import source |
No |
No |
Effective Data Context |
The data context in the current node that is resolved from data context properties and bindings |
No |
No |
Effective Activity Source |
The data source for this Activity node. |
No |
No |
Name |
Name of the project item |
No |
No |
Created |
The time when the project item was created |
No |
No |
Component Type |
The component type of this component node |
No |
No |
Columns |
Defines the number of columns in a grid layout and how the grid layout distributes the content in columns. |
No |
Yes |
Rows |
Defines the number of rows in a grid layout and how the grid layout distributes the content in rows. |
No |
Yes |
Grid Layout 3D available properties¶
Name |
Description |
Inherited |
Exported to Kanzi Engine |
---|---|---|---|
Disable KZB Export |
Disables the exporting of the item into KZB. Can be used for, e.g. letting items out from certain profiles. The disabled items are always included in preview. |
No |
No |
Brush Color |
Color for brush. Set alpha to 0 to disable brush. |
No |
Yes |
Brush Texture |
Texture for brush. |
No |
Yes |
Layout Transformation |
The location, orientation and scale of the node relative to its parent node. Layout Transformation affects the layout. If you do not want to affect the layout, use Render Transformation. |
No |
Yes |
Align To Tangent |
Whether to align the Trajectory List Box 3D items to match the tangent of the trajectory. |
No |
Yes |
Allowed Scroll Axis |
Sets the axis on which you want to allow this Trajectory List Box 3D node to scroll. |
No |
Yes |
Cursor Offset |
Sets the offset of the position to use to select the active item, in proportional range [0,1]. |
No |
Yes |
Dragging Acceleration |
Sets the acceleration of the Trajectory List Box 3D when the user scrolls the Trajectory List Box 3D by dragging the pointer. The higher the value, the quicker the Trajectory List Box 3D reaches its final position. The default value is 80. |
No |
Yes |
Dragging Drag |
Sets the amount that drag affects the movement of the Trajectory List Box 3D when the user scrolls the Trajectory List Box 3D by dragging the pointer. The lower the value, the higher the drag and the quicker the scrolling stops. The default value is 150. |
No |
Yes |
Dragging Impulse |
Sets the amount of impulse to generate from the pointer movement when the user scrolls the Trajectory List Box 3D by dragging the pointer. |
No |
Yes |
Item Area Begin |
Sets the proportional offset where the part of the trajectory meant for the fully visible Trajectory List Box 3D items starts. Kanzi uses the values of the Item Area Begin and Item Area End properties to calculate the value of the Node.VisibleAmountInParent property for each list item.You can use the VisibleAmountInParent property in shaders to fade out those list items that are not fully visible. |
No |
Yes |
Item Area End |
Sets the proportional offset where the part of the trajectory meant for the fully visible Trajectory List Box 3D items ends. Kanzi uses the values of the Item Area Begin and Item Area End properties to calculate the value of the Node.VisibleAmountInParent property for each list item.You can use the VisibleAmountInParent property in shaders to fade out those list items that are not fully visible. |
No |
Yes |
Looping |
Whether to show items in the Trajectory List Box 3D from the beginning after reaching the last item. |
No |
Yes |
Maximum Number of Touches |
Sets the maximum number of touch points allowed on the Trajectory List Box 3D area for scrolling. |
No |
Yes |
Minimum Number of Touches |
Sets the minimum number of touch points required on the Trajectory List Box 3D area for scrolling. |
No |
Yes |
Recognition Threshold |
Sets the distance in pixels that the pointer has to move for the scrolling to start in the Trajectory List Box 3D. |
No |
Yes |
Reversed Scrolling |
Whether the scroll position in the Trajectory List Box node increases in relation to the direction of the pan gesture. This reverses the direction of scrolling. By default, the scroll position decreases in relation to the pan direction, which makes the list items move toward the direction of the trajectory. |
No |
Yes |
Scroll Position |
Sets the scroll position of the Trajectory List Box 3D along the x and y axes as a relative position within the list box area. Use this property to move the list to a scroll position immediately, without scrolling. To update the scroll position with a binding, use a two-way or to-source binding. |
No |
Yes |
Scroll Sensitivity |
Sets the amount that the scroll value changes relative to the movement of the pointer on the scroll view plane of the Trajectory List Box 3D. The default value 1 makes the Trajectory List Box 3D scroll the same amount as the user drags the pointer. For example, to set the Trajectory List Box 3D to scroll twice the amount that the user drags the pointer, set the value of the property to 2. |
No |
Yes |
Sliding Acceleration |
Sets the acceleration of the Trajectory List Box 3D after the user releases the pointer with which they scroll the Trajectory List Box 3D. The higher the value, the quicker the Trajectory List Box 3D reaches the scroll target. The default value is 40. |
No |
Yes |
Sliding Drag |
Sets how much drag affects the movement of the Trajectory List Box 3D after the user releases the pointer with which they scroll the Trajectory List Box 3D. The lower the value, the higher the drag and the quicker the scrolling of the Trajectory List Box 3D stops. The default value is 80. |
No |
Yes |
Spacing |
Sets the distance between the items in the Trajectory List Box 3D. |
No |
Yes |
Swipe Distance |
Sets the distance that a swipe sends the scroll value in the Trajectory List Box 3D, relative to the speed of the pointer. |
No |
Yes |
Trajectory |
Sets the trajectory along which the Trajectory List Box 3D arranges its items. |
No |
Yes |
Layout Depth |
The size of the node in depth direction when used in a layout. Overrides the default bounds of the item. |
No |
Yes |
Code Behind Source |
Sets the metaclass name of the code behind class for this node. |
No |
Yes |
Data Context |
Source of data for this node and its descendants |
No |
Yes |
Primary Direction |
The direction along which the layout arranges items until the layout limit in that direction is reached. |
No |
Yes |
Secondary Direction |
The direction along which the flow layout arranges lines of the primary direction. |
No |
Yes |
Layout Direction |
The direction in which the items are arranged when you add them to a grid layout. |
No |
Yes |
Items Source |
Data object which provides data sources for list items. |
No |
Yes |
Cell Height |
Sets the height of each cell in the Grid List Box. |
No |
Yes |
Cell Width |
Sets the width of each cell in the Grid List Box. |
No |
Yes |
Dragging Acceleration |
Sets the acceleration of the Grid List Box when the user scrolls the Grid List Box by dragging the pointer. The higher the value, the quicker the Grid List Box reaches its final position. The default value is 80. |
No |
Yes |
Dragging Drag |
Sets the amount that drag affects the movement of the Grid List Box when the user scrolls the Grid List Box by dragging the pointer. The lower the value, the higher the drag and the quicker the scrolling stops. The default value is 150. |
No |
Yes |
Dragging Impulse |
Sets the amount of impulse to generate from the pointer movement when the user scrolls the Grid List Box by dragging the pointer. |
No |
Yes |
Item Area Begin |
Sets the proportional offset where the area meant for the fully visible items in the Grid List Box starts. Kanzi uses the values of the Item Area Begin and Item Area End properties to calculate the value of the Node.VisibleAmountInParent property for each list item.You can use the VisibleAmountInParent property in shaders to fade out those list items that are not fully visible. |
No |
Yes |
Item Area End |
Sets the proportional offset where the area meant for the fully visible items in the Grid List Box ends. Kanzi uses the values of the Item Area Begin and Item Area End properties to calculate the value of the Node.VisibleAmountInParent property for each list item.You can use the VisibleAmountInParent property in shaders to fade out those list items that are not fully visible. |
No |
Yes |
Layout Direction |
Sets the direction in which the Grid List Box arranges its items. When you change the layout direction you also change the scroll axis of the Grid List Box. |
No |
Yes |
Maximum Number of Touches |
Sets the maximum number of touch points allowed on the Grid List Box area for scrolling. |
No |
Yes |
Minimum Number of Touches |
Sets the minimum number of touch points required on the Grid List Box area for scrolling. |
No |
Yes |
Recognition Threshold |
Sets the distance in pixels that the pointer has to move for the scrolling to start in the Grid List Box. |
No |
Yes |
Reversed Scrolling |
Whether the scroll position in the Grid List Box node increases in relation to the direction of the pan gesture. This reverses the direction of scrolling. By default, the scroll position decreases in relation to the pan direction and items moves to same direction with the pan gesture. |
No |
Yes |
Scroll Position |
Sets the scroll position of the Grid List Box along the x and y axes as a relative position within the list box area. Use this property to move the list to a scroll position immediately, without scrolling. To update the scroll position with a binding, use a two-way or to-source binding. |
No |
Yes |
Scroll Sensitivity |
Sets the amount that the scroll position changes relative to the movement of the pointer. The default value 1 makes the Grid List Box scroll the same amount as the user drags the pointer. For example, to set the Grid List Box to scroll twice the amount that the user drags the pointer, set the value of the property to 2. |
No |
Yes |
Scroll Speed |
Reports the current scroll speed of the Grid List Box. |
No |
Yes |
Scroll Target Position |
Reports the current target scroll value of the Grid List Box. |
No |
Yes |
Scrolling |
Reports whether the Grid List Box is currently scrolling. |
No |
Yes |
Sliding Acceleration |
Sets the acceleration of the Grid List Box after the user releases the pointer with which they scroll the Grid List Box. The higher the value, the quicker the Grid List Box reaches the scroll target. The default value is 40. |
No |
Yes |
Sliding Drag |
Sets how much drag affects the movement of the Grid List Box after the user releases the pointer with which they scroll the Grid List Box. The lower the value, the higher the drag and the quicker the scrolling of the Grid List Box stops. The default value is 80. |
No |
Yes |
Swipe Distance |
Sets the distance that a swipe sends the scroll value in the Grid List Box, relative to the speed of the pointer. |
No |
Yes |
Item Container Generator |
Sets the name of the item container generator type to use to provide item containers dynamically for the List Box. |
No |
Yes |
Item Container Template |
Sets the List Box Item Container prefab that sets the appearance and behavior of the List Box items. |
No |
Yes |
Item Generator |
Sets the name of the item generator type to use to provide items dynamically to the List Box. |
No |
Yes |
Item Template |
Sets the prefab to use for the List Box items. |
No |
Yes |
Keep Alive Item Count |
Sets the size of the buffer for invisible List Box items. Kanzi returns to the Item Generator those invisible items that do not fit in the buffer. |
No |
Yes |
Selection Behavior |
Sets how the List Box behaves when the user selects an item. ‘Bring to Center’ sets the List Box to bring an item to the center of the List Box area when the user selects that item. |
No |
Yes |
Allowed Scroll Axis |
Sets the axis on which you want to allow this Scroll View node to scroll. |
No |
Yes |
Dragging Acceleration |
Sets the acceleration of the node controlled by a Scroll View node while you drag that Scroll View node. Use low values when you want that node to slowly reach the final position. Use high values when you want that node to quickly reach the final position. |
No |
Yes |
Dragging Drag |
Sets the amount that drag affects the movement of the node controlled by a Scroll View node while you drag that Scroll View node. The lower the value the higher the drag and the faster the sliding of that node stops. |
No |
Yes |
Dragging Impulse |
Sets the amount of impulse generated from the pointing device movement when dragging a Scroll View node. |
No |
Yes |
Looping X Enabled |
Sets the node controlled by a Scroll View node to start scrolling from the beginning when the scroll reaches the scroll bounds on the x axis. When the scroll value reaches the maximum value of the bound, the value changes to the minimum value and the other way around. Use the Scroll Bounds Minimum and Scroll Bounds Maximum properties to set the scroll bounds. |
No |
Yes |
Looping Y Enabled |
Sets the node controlled by a Scroll View node to start scrolling from the beginning when the scroll reaches the scroll bounds on the y axis. When the scroll value reaches the maximum value of the bound, the value changes to the minimum value and the other way around. Use the Scroll Bounds Minimum and Scroll Bounds Maximum properties to set the scroll bounds. |
No |
Yes |
Maximum Number of Touches |
Sets the maximum number of touch points allowed for a Scroll View pan. |
No |
Yes |
Maximum Zoom |
Sets the maximum zoom level. |
No |
Yes |
Minimum Number of Touches |
Sets the required number of touch points pressed for a Scroll View node pan to start. Scroll View nodes with minimum number of touches greater than one precede the children in touch processing. |
No |
Yes |
Minimum Zoom |
Sets the minimum zoom level. |
No |
Yes |
Recognition Threshold |
Sets the amount a pointing device must move for the scrolling to start on a Scroll View node. |
No |
Yes |
Reversed X Axis Scroll |
Whether the scroll position of the x axis increases in relation to the direction of the pan gesture. This reverses the direction of scrolling. By default, the scroll position decreases in relation to the pan direction. |
No |
Yes |
Reversed Y Axis Scroll |
Whether the scroll position of the y axis increases in relation to the direction of the pan gesture. This reverses the direction of scrolling. By default, the scroll position decreases in relation to the pan direction. |
No |
Yes |
Scroll Bounds Maximum |
Sets the coordinates of the bottom-right corner of the scroll bounds rectangle. Scroll bounds define where the scrolling begins and ends. |
No |
Yes |
Scroll Bounds Minimum |
Sets the coordinates of the top-left corner of the scroll bounds rectangle. Scroll bounds define where the scrolling begins and ends. |
No |
Yes |
Scroll Position |
Sets the scroll position of the Scroll View along the x and y axes as a relative position within the scroll view area. Use this property to set the scroll position immediately, without scrolling. To update the scroll position with a binding, use a two-way or to-source binding. |
No |
Yes |
Scroll Sensitivity |
Sets the amount the position changes relative to the movement of the pointer that starts the swiping. The higher the value the more the position of the node controlled by a Scroll View node changes. The default value is 1. |
No |
Yes |
Scroll Speed |
The current scroll speed (read-only). |
No |
Yes |
Scroll Target Position |
The current target scroll value (read-only). |
No |
Yes |
Scrolling |
Whether a Scroll View node is currently scrolling (read-only). |
No |
Yes |
Sliding Acceleration |
Sets the acceleration of the node controlled by a Scroll View node after you release the pointer with which you swipe. Use low values when you want that node to slowly reach the final position. Use high values when you want that node to quickly reach the final position. |
No |
Yes |
Sliding Drag |
Sets the amount that drag affects the movement of the node controlled by a Scroll View node after you release the pointer with which you swipe. The lower the value the higher the drag and the faster the sliding of the object controlled by the Scroll View node stops. |
No |
Yes |
Step Multiplier |
Sets the smallest distance that a Scroll View scrolls. |
No |
Yes |
Swipe Distance |
Sets the distance that a swipe sends the scroll value, relative to the pointing device speed. |
No |
Yes |
Zoom |
Sets the current zoom level. |
No |
Yes |
Zoom Affects Scrolling |
Controls whether the scroll position is scaled, according to the zoom level. |
No |
Yes |
Zoom Enabled |
Sets whether to install a pinch manipulator that generates zoom messages. |
No |
Yes |
Align To Tangent |
Whether to align the items in this Trajectory Layout to match the tangent of the trajectory. Vertical trajectories are not supported. |
No |
Yes |
Item Area Begin |
Sets the starting point of the trajectory segment in which the items in this Trajectory Layout are considered fully visible. The value is in the range [0, 1], where 0 is the beginning and 1 is the end of the trajectory. The Node > Visible Amount in Parent property uses this value. |
No |
Yes |
Item Area End |
Sets the ending point of the trajectory segment in which the items in this Trajectory Layout are considered fully visible. The value is in the range [0, 1], where 0 is the beginning and 1 is the end of the trajectory. The Node > Visible Amount in Parent property uses this value. |
No |
Yes |
Override Distance |
Sets the distance between the items in this Trajectory Layout. When you do not set this property, the Trajectory Layout calculates the distance automatically. |
No |
Yes |
Start Offset |
Sets the offset of the starting position of the items on the trajectory in the range [0, 1], where 0 is the beginning and 1 is the end of the trajectory. |
No |
Yes |
Trajectory |
Sets the Trajectory along which this Trajectory Layout node arranges its items. |
No |
Yes |
Layout Height |
The height of the node when used in a layout. Overrides the default bounds of the item. |
No |
Yes |
Layout Width |
The width of the node when used in a layout. Overrides the default bounds of the item. |
No |
Yes |
Global Ambient Color |
The color that is multiplied automatically with the “Ambient” property of the materials in the scene. |
No |
Yes |
Glyph Texture |
The automatic texture of the glyph cache. |
No |
Yes |
Font Color |
Sets the color of the text. |
No |
Yes |
Texture 1 |
Sets the second texture you want the Blit Render Pass to blit. |
No |
Yes |
Texture 2 |
Sets the third texture you want the Blit Render Pass to blit. |
No |
Yes |
Texture 3 |
Sets the fourth texture you want the Blit Render Pass to blit. |
No |
Yes |
Texture 0 |
Sets the first texture you want the Blit Render Pass to blit. |
No |
Yes |
Blend Intensity |
Controls the intensity of materials that are blended on top of an existing color. Attached property enables overriding of the blend intensity of the used materials at render pass or object node level. |
No |
Yes |
Alpha Cutoff |
Sets the cutoff threshold for alpha cutting. If the alpha value is less than the value of this property, Kanzi discards the fragment. The default value is 0.5. |
No |
Yes |
Ambient Color |
The color of the material when lights are not present. |
No |
Yes |
Base Color Factor |
Sets the base color for the material. |
No |
Yes |
Base Color Texture |
Sets the texture that contains the base color for the material. Use the Base Color Factor property to filter the value from this texture. |
No |
Yes |
BRDF Lookup Table |
Gets the Bidirectional Reflectance Distribution Function (BRDF) lookup table for the material. The BRDF table is a texture that contains precomputed information about how light reflects off a material. You can use it to improve rendering quality. |
No |
Yes |
Clear Coat Normal Scale |
Sets the clear coat normal scale for the material. Use the scale to set the intensity of the Clear Coat Normal Texture. |
No |
Yes |
Clear Coat Normal Texture |
Sets the texture that contains a clear coat normal map for the material. Use the Clear Coat Normal Scale property to scale the texture value. |
No |
Yes |
Clear Coat Roughness Factor |
Sets the roughness of the outer clear coat layer for the material: 0 represents a smooth, glossy surface, and 1 represents a rough, diffuse surface. |
No |
Yes |
Clear Coat Roughness Texture |
Sets the texture that contains a clear coat roughness map for the material. Kanzi reads the roughness from the Green channel of the texture. Use the Clear Coat Roughness Factor property to scale the roughness from this texture. |
No |
Yes |
Clear Coat Strength Factor |
Sets the clear coat strength for the material: 0 represents a material with no clear coat, and 1 represents a full strength clear coat. |
No |
Yes |
Clear Coat Strength Texture |
Sets the texture that contains a clear coat strength map for the material. Kanzi reads the strength from the Red channel of the texture. Use the Clear Coat Strength Factor property to scale the strength from this texture. |
No |
Yes |
Detail Base Color Factor |
Sets the detail base color for the material. The detail base color is alpha blended with the standard base color. |
No |
Yes |
Detail Base Color Texture |
Sets the detail texture that contains the base color for the material. Use the Detail Base Color Factor property to filter the value from this texture. The detail base color is alpha blended with the standard base color. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Clear Coat Normal Scale |
Sets the detail clear coat normal scale for the material. Use the scale to set the intensity of the Detail Clear Coat Normal Texture. |
No |
Yes |
Detail Clear Coat Normal Texture |
Sets the detail texture that contains a clear coat normal map for the material. Use the Detail Clear Coat Normal Scale property to scale the texture value. |
No |
Yes |
Detail Clear Coat Roughness Texture |
Sets the detail texture that contains a clear coat roughness map for the material. Use the Clear Coat Roughness Factor and Clear Coat Roughness Texture properties to scale the roughness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Clear Coat Strength Texture |
Sets the detail texture that contains a clear coat strength map for the material. Kanzi reads the strength from the Red channel of the texture. Use the Clear Coat Strength Factor and Clear Coat Strength Texture properties to scale the strength from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Diffuse Color Factor |
Sets the detail diffuse color for the material. Kanzi alpha blends the detail diffuse color with the standard diffuse color. |
No |
Yes |
Detail Diffuse Color Texture |
Sets the detail texture that contains the diffuse color for the material. Use the Detail Diffuse Color Factor property to filter the value from this texture. Kanzi alpha blends the detail diffuse color with the standard diffuse color. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Emissive Factor |
Sets the color of the light that is emitted from a detail texture for the material. This color affects the local material rendering, but the light is not cast to other objects. The detail emissive light is alpha blended with the standard emissive light. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Emissive Texture |
Sets the detail texture that contains the light emitted from the material. Use the Detail Emissive Factor property to scale the value from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Glossiness Texture |
Sets the detail texture that contains a glossiness map for the material. Kanzi reads the glossiness from the Alpha channel of this texture. Use the Glossiness Factor and Glossiness Texture properties to scale the glossiness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Metallic Texture |
Sets the detail texture that contains a metallic map for the material. Kanzi reads the metalness from the Blue channel of this texture. Use the Metallic Factor and Metallic Texture properties to scale the metalness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Normal Scale |
Sets the detail normal scale for the material. Use the scale to set the intensity of the Detail Normal Texture. |
No |
Yes |
Detail Normal Texture |
Sets the detail texture that contains a normal map for the material. Use the Detail Normal Scale property to scale the texture value. |
No |
Yes |
Detail Occlusion Strength |
Sets the detail occlusion strength for the material. Use the strength to set the intensity of the Detail Occlusion Texture. |
No |
Yes |
Detail Occlusion Texture |
Sets the detail texture that contains an occlusion map for the material. Kanzi reads the occlusion from the Red channel of this texture. Use the Detail Occlusion Strength property to scale the occlusion from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Roughness Texture |
Sets the detail texture that contains a roughness map for the material. Kanzi reads the roughness from the Green channel of the texture. Use the Roughness Factor and Roughness Texture properties to scale the roughness from this texture. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Specular Color Factor |
Sets the detail specular color for the material. Kanzi alpha blends the detail specular color with the standard specular color. |
No |
Yes |
Detail Specular Color Texture |
Sets the detail texture that contains the specular color for the material. Use the Detail Specular Color Factor property to filter the value from this texture. Kanzi alpha blends the detail specular color with the standard specular color. Use the Detail Texture Tiling and Detail Texture Offset properties to set UVs for this texture. |
No |
Yes |
Detail Texture Offset |
Sets the detail texture offset for the material. Kanzi adds this value to the UVs to produce a second set of detail UVs to use for all detail texture properties. |
No |
Yes |
Detail Texture Tiling |
Sets the detail texture tiling factor for the material. Kanzi multiplies this value by the UVs to produce a second set of detail UVs to use for all detail texture properties. |
No |
Yes |
Diffuse Color |
The color of the material when it is lit by a light. |
No |
Yes |
Diffuse Color Factor |
Sets the diffuse color for the material. |
No |
Yes |
Diffuse Color Texture |
Sets the texture that contains the diffuse color for the material. Use the Diffuse Color Factor property to filter the value from this texture. |
No |
Yes |
Emissive Color |
The color of the light that is emitted from the material surface. |
No |
Yes |
Emissive Factor |
Sets the color of the light that is emitted from the material. This color affects the local material rendering, but the light is not cast to other objects. |
No |
Yes |
Emissive Texture |
Sets the texture that contains the light emitted from the material. Use the Emissive Factor property to scale the value from this texture. |
No |
Yes |
Environment Ambient Factor |
Sets the strength of the cubemap texture to use for ambient environment light. Use the Environment Ambient Texture property to set the cubemap texture. The ambient environment light affects diffuse lighting in image based lighting. |
No |
Yes |
Environment Ambient Texture |
Sets the cubemap to use for the ambient environment light for the material. This cubemap affects the diffuse lighting during image based lighting. Use the Environment Ambient Factor property to set the strength of the cubemap texture. |
No |
Yes |
Environment Reflection Factor |
Sets the strength of the cubemap texture to use for specular environment light. Use the Environment Reflection Texture property to set the cubemap texture. The specular environment light affects reflective lighting in image based lighting. |
No |
Yes |
Environment Reflection Texture |
Sets the cubemap to use for the specular environment light for the material. This cubemap affects reflective lighting during image based lighting. Use the Environment Reflection Factor property to set the strength of the cubemap texture. |
No |
Yes |
Exposure |
Sets the exposure compensation for the material. The exposure compensation emulates camera exposure by controlling the total amount of light rendered. Use a negative value to darken the rendered image, and a positive value to lighten the image. Exposure is exponential: 1.0 is twice as bright as 0.0, and -1.0 is half as bright as 0.0. |
No |
Yes |
Glossiness Factor |
Sets the glossiness of the material: 0 represents a rough, diffuse surface, and 1 represents a smooth, glossy surface. |
No |
Yes |
Glossiness Texture |
Sets the texture that contains a glossiness map for the material. Kanzi reads the glossiness from the Alpha channel of this texture. Use the Glossiness Factor property to scale the glossiness from this texture. |
No |
Yes |
Mask Texture |
The texture for masking other texture or color. |
No |
Yes |
Mask Texture Offset |
Sets an offset for mask in materials. |
No |
Yes |
Mask Texture Tiling |
Determines the number of times a mask is presented in a material |
No |
Yes |
Metallic Factor |
Sets the metalness of the material: 0 represents a non-metallic or dielectric object, and 1 represents a metallic object. |
No |
Yes |
Metallic Texture |
Sets the texture that contains a metallic map for the material. Kanzi reads the metalness from the Blue channel of this texture. Use the Metallic Factor property to scale the value from this texture. |
No |
Yes |
Normal Scale |
Sets the normal scale for the material. Use the scale to set the intensity of the Normal Texture. |
No |
Yes |
Normal Texture |
Sets the texture that contains a normal map for the material. Use the Normal Scale property to scale the texture value. |
No |
Yes |
Occlusion Strength |
Sets the occlusion strength for the material. Use the strength to set the intensity of the Occlusion Texture. |
No |
Yes |
Occlusion Texture |
Sets the texture that contains an occlusion map for the material. Use the Occlusion Strength property to scale the occlusion from the texture. |
No |
Yes |
Roughness Factor |
Sets the roughness of the material: 0 represents a smooth, glossy surface, and 1 represents a rough, diffuse surface. |
No |
Yes |
Roughness Texture |
Sets the texture that contains a roughness map for the material. Kanzi reads the roughness from the Green channel of the texture. Use the Roughness Factor property to scale the roughness from this texture. |
No |
Yes |
Specular Anti-Aliasing Strength |
Sets the strength of the specular anti-aliasing effect. Higher value results in blurrier specular highlights. For no specular anti-aliasing, set the value to 0. For full specular anti-aliasing, set the value to 1. The default value is 0.25. |
No |
Yes |
Specular Anti-Aliasing Threshold |
Sets the upper limit for the amount of specular anti-aliasing effect to apply. The default value is 0.18. |
No |
Yes |
Specular Color |
The color of the specular reflection. |
No |
Yes |
Specular Color Factor |
Sets the specular color for the material. |
No |
Yes |
Specular Color Texture |
Sets the texture that contains the specular color for the material. Use the Specular Color Factor property to filter the value from this texture. |
No |
Yes |
Specular Exponent |
Determines the size of the specular highlight. |
No |
Yes |
Texture |
The texture of the material. |
No |
Yes |
Texture Offset |
Sets an offset for texture in materials. |
No |
Yes |
Texture Tiling |
Determines the number of times a texture is presented in a material. |
No |
Yes |
Tone Map Linear Scale |
Sets the scale for the linear tonemap option for the material. When linear tonemapping is used, Kanzi divides all output color by the value of this property. |
No |
Yes |
Focused |
Indicates whether the node has the key focus. |
No |
Yes |
Actual Layout Height |
The calculated height of the node when used in a layout. |
No |
Yes |
Actual Layout Width |
The calculated width of the node when used in a layout. |
No |
Yes |
Horizontal Margin |
Sets the horizontal space between this node and other nodes that are adjacent to this node in a layout. To set the Horizontal Margin property fields in a binding use: - Vector_X to access the Left property field - Vector_Y to access the Right property field |
No |
Yes |
Vertical Margin |
Sets the vertical space between this node and other nodes that are adjacent to this node in a layout. To set the Vertical Margin property fields in a binding use: - Vector_X to access the Bottom property field - Vector_Y to access the Top property field |
No |
Yes |
Bottom Image |
The image to use in middle of the bottom row. |
No |
Yes |
Bottom-Left Image |
Image to use in the bottom-left corner. |
No |
Yes |
Bottom-Right Image |
The image to use in the bottom-right corner. |
No |
Yes |
Center Image |
The image to use in the center. |
No |
Yes |
Left Image |
The image to use in the center-left. |
No |
Yes |
Right Image |
The image to use in the center-right. |
No |
Yes |
Top Image |
The image to use in the middle of the top row. |
No |
Yes |
Top-Left Image |
The image to use in the top-left corner. |
No |
Yes |
Top-Right Image |
The image to use in the top-right corner. |
No |
Yes |
Node.Path |
Full path to the node. |
No |
Yes |
State Manager |
Sets the State Manager to the node. |
No |
Yes |
Style |
Sets a style to the node. |
No |
Yes |
Maximum Distance From Curve |
The distance from the curve where hit testing succeeds. |
No |
Yes |
Baseline |
Font baseline in 3D space units. |
No |
Yes |
Two Pass Rendering |
Defines whether the Text Block 3D is rendered in two passes. Disabling the two pass rendering improves performance, but can cause invalid rendering results when glyph bounds overlap. |
No |
Yes |
Snap Character To Pixel |
Sets whether Kanzi positions characters in 2D rendering to the nearest pixel: - When enabled, text sharpness improves, but some characters can shift a fraction of a pixel. - When disabled, certain combinations of screen resolution, use of anti-aliasing, and font size can cause the text to appear blurry. In that case, you can improve the appearance of the text with the Fractional Character Width and Character Spacing properties. |
No |
Yes |
Is Value Changing |
Whether the value is currently changing. |
No |
Yes |
Maximum Value |
The maximum value that the range allows. |
No |
Yes |
Minimum Value |
The minimum value that the range allows. |
No |
Yes |
Normalized Value |
The current value normalized to range [0, 1]. |
No |
Yes |
Step Value |
The minimum amount that the value of the range can change at a time. |
No |
Yes |
Value |
The current value. |
No |
Yes |
Horizontal Fit |
Whether to horizontally scale the glyphs to make them fit into the Layout Width of the Text Block. To adjust the scale, use the Horizontal Fit Scale Limits property. |
No |
Yes |
Horizontal Fit Scale Limits |
When the Horizontal Fit property is enabled, sets the minimum and maximum scale for glyphs when the width of text in a Text Block does not match the Layout Width of that Text Block. For example: - Min property field set to 1.0 does not squeeze the glyphs, while 0.5 squeezes the glyphs to half their size. - Max property field set to 1.0 does not stretch the glyphs, while 2.0 stretches the glyphs to double their size. |
No |
Yes |
Horizontal Padding |
Sets the padding spaces between the content and the left and right boundaries of the Text node. |
No |
Yes |
Truncation |
Sets how Kanzi truncates text when either Truncation or Overflow property is set and the text does not fit in this node: - None disables text truncation. - At character truncates text character by character. Default value. - At word truncates text by entire words. |
No |
Yes |
Truncation Direction |
Sets which part Kanzi truncates when either the Truncation or Overflow property is set and the text does not fit in this node: - Trailing truncates single- and multiline text at the end. Default value. - Center truncates single-line text in the middle. For multiline text, truncates entire lines from the middle, if the text does not fit in the height of this node, and clips text that does not fit in the width of this node. - Leading truncates single-line text in the beginning. For multiline text, truncates entire lines from the beginning, if the text does not fit in the height of this node, and clips text that does not fit in the width of this node. |
No |
Yes |
Vertical Padding |
Sets the padding spaces between the content and the top and bottom boundaries of the Text node. |
No |
Yes |
Activity Status |
Sets the possible states of the Activity when its Activity Host activates or deactivates that Activity. |
No |
Yes |
Active Activity Index |
The index of the active Activity in the Data-Driven Exclusive Activity Host. After instantiating all Activity from a Data Source, this property refers to the only currently active Activity in this Data-Driven Exclusive Activity Host. To deactivate all the Activities in this Data-Driven Exclusive Activity Host, set this property to -1. |
No |
Yes |
Activity Source |
The data object that provides the data for this Activity node. |
No |
Yes |
Activity Template |
If set, the Data-Driven Exclusive Activity Host uses this prefab for Activity nodes that it creates. |
No |
Yes |
Font Material |
Sets the material whose shader is used to render the text. The shader must use the ContentTexture uniform which is automatically filled with glyph data. |
No |
Yes |
Selected Item Index |
Sets the index of the item that is currently selected in the List Box node. A List Box node updates this property when the user scrolls that List Box node. By setting the value of this property to the index of the item that you want to select in a List Box, you can select that item. |
No |
Yes |
Bring Activated Activity To Front |
Sets whether to show the activated Activity in front within its Parallel Activity Host. This property affects the z-order of the activated Activity within the same Activity priority layer: - When enabled, the Activity is shown in front. - When disabled, the z-order of the activated child Activity is determined by the order in which you added that Activity to the parent Parallel Activity Host. This is the default behavior. |
No |
Yes |
Word Wrap |
Sets whether to break long lines into multiple lines to make the text fit within the boundaries of the Text Block node. |
No |
Yes |
Controller Property |
Sets the property type that the Exclusive Activity Host node uses to switch between its child Activity nodes. |
No |
Yes |
Data Source Controller Property Path |
Sets the path in the Data Source object of an Exclusive Activity Host node to a Data Object item that the Exclusive Activity Host node uses as the Controller Property. |
No |
Yes |
Character Spacing |
Sets the character spacing in pixels. |
No |
Yes |
Fixed Character Width |
When set, overrides the font advance widths to make each character take a fixed amount of space specified in pixels. |
No |
Yes |
Font Family |
The font family used to render the text. |
No |
Yes |
Font Hinting Preference |
Sets the hinting preference of the font. - No hinting: Render text without hinting the outlines of glyphs. - Native hinting: Prefer native hinter of the font over the auto-hinter of the rasterizer. - Auto hinting: Prefer auto-hinter of the rasterizer over the native hinter of the font. |
No |
Yes |
Font Size |
Sets the size of the font in pixels. |
No |
Yes |
Font Style |
Sets the style of the FontStyleConcept. |
No |
Yes |
Font Weight |
Sets the weight of the FontStyleConcept. |
No |
Yes |
Fractional Character Width |
Sets whether Kanzi uses fractional or rounded character widths to lay out text. In most cases fractional widths provide the best result. However, with small font sizes, fractional widths can cause the characters to run together or have too much space, making it difficult to read. - When enabled, Kanzi uses fractional character widths, which means that the spacing between characters varies and can be a fraction of a pixel. - When disabled, Kanzi uses character widths rounded to the nearest pixel. Disable fractional widths when you want to fix character spacing in whole-pixel increments and prevent characters in small font sizes from running together. |
No |
Yes |
Line Spacing |
Sets the line spacing in multiples of the normal line height of the selected FontStyleConcept. |
No |
Yes |
Overflow |
Sets the characters that represent the truncated text when the text does not fit in this node. The default value is ‘…’. By default, Kanzi truncates the text at the end. Use the Truncation Direction property to set the part of the text that you want to truncate. |
No |
Yes |
Remove Side Bearings |
Whether to position the leftmost characters of left-aligned text and rightmost characters of right-aligned text exactly within the boundary of the text node. |
No |
Yes |
Text |
Sets the text content that the text node renders. To create a line break press Shift+Enter. |
No |
Yes |
Text Horizontal Alignment |
Sets the horizontal alignment of the text. |
No |
Yes |
Text Vertical Alignment |
Sets the vertical alignment of the text. |
No |
Yes |
Opacity |
Opacity of the node. |
No |
Yes |
Brush Modulate Color |
Modulation color for brush. Effects brush rendering that needs color modulation. |
No |
Yes |
Brush Horizontal Tiling |
Horizontal Tiling for the brush. Affects the scale of texture coordinates. |
No |
Yes |
Brush Vertical Tiling |
Vertical Tiling for the brush. Affects the scale of texture coordinates. |
No |
Yes |
Custom Asset Thumbnail |
When enabled, the asset will have selected image as thumbnail instead of the generated one. |
No |
No |
Export in Asset Package |
When enabled, this item is exported into asset package if this project is saved as one. |
No |
No |
Horizontal Alignment |
The alignment in horizontal direction the node should use when it resides under a layout. |
No |
Yes |
Vertical Alignment |
The alignment in vertical direction the node should use when it resides under a layout. |
No |
Yes |
Command |
The command executed by a UI control |
No |
Yes |
Item Index |
Reports the index of the item in the List Box Item Container. |
No |
Yes |
Selected |
Indicates whether the List Box item held by this List Box Item Container is selected. The List Box sets the value of this property. |
No |
Yes |
Hover |
Indicates whether a node is the foremost hit testable node under the cursor. |
No |
Yes |
Constraint In World Coordinates |
Specifies if the object constraining is done in world coordinates (when false, done in local coordinates). |
No |
Yes |
Constraint Orientation |
Makes an object node where the property is attached to obtain orientation from target object |
No |
Yes |
Constraint Position |
Makes an object node where the property is attached to obtain position from target object |
No |
Yes |
Face to Camera Mode |
Sets how to rotate the 3D node towards a camera: - Disabled does not make the node turn to the camera. - Look at rotates the node along all axes to turn to the camera. - Billboarding keeps the node perpendicular to the camera FOV. - Cylindrical rotates the node along the y axis to turn to the camera. By default the node turns to the Scene default camera. To use a different camera, set the Face to Camera Target Camera property. |
No |
Yes |
Face to Camera Target Camera |
Sets the camera towards which the 3D node turns when you set the Face to Camera Mode property. The default is the Scene default camera. |
No |
Yes |
Look At |
Makes a node to always face the node set in this property. |
No |
Yes |
Hit Testable Container |
When enabled, Kanzi uses the layout bounds as geometry for hit testing. |
No |
Yes |
Actual Layout Depth |
The calculated size of the node in depth direction when used in a layout. |
No |
Yes |
Depth Alignment |
The alignment in depth direction the node should use when it resides under a layout. |
No |
Yes |
Depth Margin |
Sets the depth distance between this node and other nodes that are adjacent to this node in a layout. To set the Depth Margin property fields in a binding use: - Vector_X to access the Back property field - Vector_Y to access the Front property field |
No |
Yes |
Minimum Area |
When using #LodTypeScreenArea in the parent level of detail, use this property in the child of the level of detail to set the minimum screen area covered by the child in proportion to the screen size in range [0, 1]. |
No |
Yes |
Minimum Distance |
When using #LodTypeDistance in the parent level of detail, use this property in the child of the level of detail to set the minimum distance from the camera to the level of detail in range [0, Inf]. |
No |
Yes |
Drawn as Bounding Box |
When enabled the object is drawn its solid bounding box. |
No |
Yes |
Frustum Cull Margin |
The margin of the frustum cull radius of the node. For example, set the margin when a vertex shader modifies the geometry of the node. To use this property, enable the Frustum Culling property in the Draw Objects Render Pass you use to render the node. |
No |
Yes |
Final Transformation |
The combined location, orientation and scale of the node and its ancestor nodes. Automatically calculated by the system. |
No |
Yes |
Render Transformation |
The location, orientation, and scale of the node relative to its parent node. Render transformation does not affect the layout of the node. |
No |
Yes |
Override Material |
Sets the override material to use to render the content of the 2D prefab in the Viewport 3D node. In the Viewport 3D node, bind a texture property of the override material to the Viewport3D.PrefabTexture property. |
No |
Yes |
Prefab Template |
Sets the 2D prefab whose content the Viewport 3D node renders in 3D space. |
No |
Yes |
2D to 3D Projection Scale |
Sets the scale factor to project pixels to 3D size. When scale is 1, then the size of one pixel is one 3D space unit. |
No |
Yes |
Calculated Offset |
Reports the current relative offset of an item in the Grid List Box in proportional range [0, 1]. |
No |
Yes |
Visible Amount in Parent |
Sets the amount the node is inside its parent. Use the value of this property in shaders to implement fades. Calculated by the parent node. |
No |
Yes |
Calculated Offset |
Reports the current offset of an item in a Trajectory Layout in the proportional range [0, 1]. |
No |
Yes |
Side |
The docking side of an item in the dock layout. |
No |
Yes |
Focus Order |
Sets the focus chain order of the node within the focus scope. |
No |
Yes |
Cyclic Focus Navigation |
Sets whether the focus chain navigation within the focus scope is cyclic. When you enable this property: - When the user navigates in the forward direction and the focus reaches the last focusable UI element of the focus scope, the focus navigation moves to the first focusable UI element. - When the user navigates in the backward direction and the focus reaches the first focusable UI element of the focus scope, the focus navigation moves to the last focusable UI element. |
No |
Yes |
Column |
The column into which grid layout places the item. |
No |
Yes |
Column Span |
Defines the number of columns an item in a grid layout occupies. |
No |
Yes |
Row |
The row into which grid layout places the item. |
No |
Yes |
Row Span |
Defines the number of rows an item in a grid layout occupies. |
No |
Yes |
Stretch |
Whether to scale this Trajectory Layout to match the layout size. |
No |
Yes |
Trajectory Override Offset |
Sets the offset of an item in a Trajectory Layout. When you do not set this property, the Trajectory Layout sets the offset. |
No |
Yes |
Toggle State |
Sets the toggle state of the Button. |
No |
Yes |
Toggle State Count |
Sets the number of toggle states of the Button. |
No |
Yes |
Auto Press Interval |
Sets the time in milliseconds after which a button that the user keeps pressed down sends the Button: Click message. While the user holds the button down, the button keeps sending the Button: Click message at the time interval set by this property. To disable the behavior, set to 0. |
No |
Yes |
Down On Hover |
Whether holding a finger on the device screen and moving it over the button transitions the button to the down state. |
No |
Yes |
Hold Interval |
Sets the amount of time in milliseconds that the user must hold the button pressed down for Kanzi to recognize it as a long-press gesture. To disable the long-press gesture, set to 0. |
No |
Yes |
Is Down |
Indicates whether the button is pressed and in the down state. |
No |
Yes |
Index In Group |
Sets the index of the Button in the Toggle Button Group to which that Button is registered. If a Button does not have local value for this property, it is not registered to the ancestor Toggle Button Group. When set to -1 the Toggle Button Group assigns an index for the Button. |
No |
Yes |
Focus Scope Type |
Sets the type of the focus scope node: - Group groups focusable nodes. - Fence keeps the focus chain navigation inside the scope and does not allow the focus chain navigation to enter or leave that scope. - Modal overlay blocks the key and touch input that originates outside of its boundaries and keeps the focus navigation within the scope boundaries. - Auto-Closing Modal overlay loses focus when key or touch input originates from a node that is outside of its node tree, and suppresses that input. - Modeless overlay propagates the key and touch input that originates outside of its boundaries to the nodes outside of its boundaries. - Auto-Closing Modeless overlay loses focus when key or touch input originates from a node that is outside of its boundaries, and propagates that input. |
No |
Yes |
Blend Mode |
Sets how to blend colors. Color Blending: - Additive adds the source pixels to the destination pixels. - Multiply multiplies the source and destination pixels. - Screen adds the source and destination pixels and subtracts from the result the product of the source and destination. - Alpha: Automatic uses premultiplied or non-premultiplied alpha depending on the value of the “Premultiply Alpha” property in the project or an image. - Alpha: Non-premultiplied is a legacy mode. For non-premultiplied input use the Alpha: Mixed mode. - Alpha: Premultiplied expects premultiplied alpha RGBA in the source pixels and blends the source pixels on top of the destination pixels. This is the default and recommended mode for alpha blending. - Alpha: Mixed expects non-premultiplied alpha RGBA in the source pixels, and blends the source pixels with the destination framebuffer. Alpha Compositing: - Opaque disables blending and replaces the destination pixels with the source pixels. - Clear sets the destination pixels to transparent black. - Exclusive Or draws the non-overlapping source and destination pixels. - Source Atop discards those source pixels that do not cover destination pixels and draws the rest of the source pixels over destination pixels. - Source In draws those source pixels that cover destination pixels and discards all destination pixels. - Source Out draws the source pixels with alpha reduced by the inverse of the destination alpha, and discards all destination pixels. - Destination Atop discards those destination pixels that are not covered by source pixels, and draws the rest of the destination pixels over source pixels. - Destination In draws only those destination pixels that intersect with the source pixels, and discards all source pixels. - Destination Out draws the destination pixels with alpha reduced by the inverse of the source alpha, and discards all source pixels. - Destination Over draws the destination pixels over the source pixels. Advanced Color Blending: - Multiply (advanced khr) is similar to the Multiply mode but it screens the alpha. - Overlay multiplies dark pixels and screens light pixels. - Darken compares the destination and source pixels and selects the darker one. - Lighten compares the destination and source pixels and selects the lighter one. - Color Burn darkens the destination to reflect the color of the source. - Color Dodge lightens the destination to reflect the color of the source. - Hard Light multiplies with dark source color and screens with light source color. - Soft Light burns with dark source color and dodges with light source color. - Difference uses the difference of the source and destination pixels. - Exclusion is similar to difference but the result is lower in contrast. - HSL Hue uses the hue of the source, and the luminosity and saturation of the destination. - HSL Saturation uses the saturation of the source, and the hue and luminosity of the destination. - HSL Color uses the hue and saturation of the source, and the luminosity of the destination. - HSL Luminosity uses luminosity of the source, and the jue and saturation of the destination. The advanced color blending modes require the GL_KHR_blend_equation_advanced and GL_KHR_blend_equation_advanced_coherent OpengGL extensions. |
No |
Yes |
Focus State |
Reports the focus state of a node: - No focus (0) indicates that the node is not focused. For a focus scope node indicates that none of the nodes in the scope have focus. - Logical focus (1) indicates that the node is the logical focus node of an overlay-type focus scope. For a focus scope node indicates that one of the nodes in that scope is the logical focus node. - Key focus (2) indicates that the node is the key focus node of the application and receives key input. For a focus scope node indicates that one of the nodes in that scope is the key focus node. Use this property in state managers and bindings to implement focus states in the UI nodes. To observe whether a node is the key focus node, you can use the boolean Focus > Focused property. |
No |
Yes |
Hit Testable |
When enabled, the node can be hit tested. Enabling Hit Testable for a 2D node enables hit testing only for that node. Enabling Hit Testable for a 3D node enables hit testing also for the child nodes. Kanzi hit tests 3D nodes using the default Camera node or the Hit Test Camera node of the active Scene node. |
No |
Yes |
Effectively Enabled |
Indicates whether this node and its ancestor nodes are enabled. Use this property in state managers and bindings to observe whether a node is effectively enabled. To enable or disable a node, use the Enabled property. When a node is effectively disabled: - When that node is focused, it receives key input until the focus moves to another node. - When that node is not focused, it is not part of the focus chain and does not receive key input. |
No |
Yes |
Enabled |
Whether this node is enabled. When you disable this property in a node, that node and its descendant nodes in the same overlay focus scope are effectively disabled. Effectively disabling a node removes that node from the focus chain and cancels all the active input manipulators.Use the Effectively Enabled property to observe whether a node is effectively enabled. |
No |
Yes |
Clip Children |
Sets whether to clip the child nodes of this node. Kanzi clips the child nodes whose bounding box is completely outside of the bounding box of their parent node. Use this property with layout nodes. The child nodes can use only translation transformation. |
No |
Yes |
Visible |
When disabled, Kanzi does not render the node. |
No |
Yes |
Focusable |
Indicates whether the node can receive focus. |
No |
Yes |
Focus On Press |
Sets where to set the focus when the user presses the node that has this property: - None (0) keeps the focus where it was. This is the default. - Node (1) sets the focus to the node. - Node or ancestor (2) sets the focus to the node or, if that fails, to the closest focusable ancestor node. - Node or overlay (3) sets the focus to the node or, if that fails, to the closest ancestor overlay scope, which then forwards the focus according to its settings. The descendants of the node where you set this property inherit value of the property. |
No |
Yes |
Transition Phase |
The phase of the transition. For example, use for pixel-based effects. |
No |
Yes |
Description |
Add a description of the purpose of this item. To export descriptions to a plain text file, select File > Export > Export Descriptions. When you export the kzb file, this description is not included in the exported file. |
No |
No |