To understand how this particular binding concept works, consider the following scenario.
Create two scenes with two buttons, one for forward navigation, one for backward navigation. Turn the first Scene into a "master" scene by binding all position, size and orientation properties of the buttons on the second scene to the buttons on the first scene. This way, all changes on the first scene are automatically carried over to the second.
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- Properties values in the 'from' part of the binding panel are always displayed in a textual form. This means, for example, that colors are represented by hexadecimal values - e.g.. #FFFFFFF instead of "white".
- Binding the scroll offset to the position of one of the items nested inside the scroll collection generates an infinite loop since the collection constantly tries to re-compute its size to accommodate the new layout. To avoid this, you can limit the Binding value using a Linear Converter.
- "Effects" individual properties like Blur, Grayscale, Sepia, etc. cannot be bound individually. In other words, you can only bind "Effects" (as a whole) to other asset's "Effects".