Return Animation information
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Animation.cpp
index cd87b7c..6a67e8d 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 Samsung Electronics Co., Ltd.
  *
  * Licensed under the Apache License, Version 2.0 (the "License");
  * you may not use this file except in compliance with the License.
@@ -42,6 +42,7 @@ namespace
 
 static const float ROTATION_EPSILON = 0.0001f;
 static const float VECTOR4_EPSILON = 0.0001f;
+static const float VECTOR3_EPSILON = 0.0001f;
 
 // Functor to test whether a Finish signal is emitted
 struct AnimationFinishCheck
@@ -267,7 +268,7 @@ int UtcDaliAnimationSetDurationP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Restart the animation, with a different duration
   finishCheck.Reset();
@@ -289,13 +290,13 @@ int UtcDaliAnimationSetDurationP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -355,7 +356,7 @@ int UtcDaliAnimationSetLoopingP(void)
     application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
     progress += intervalSeconds;
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
 
     if (progress >= 1.0f)
     {
@@ -377,13 +378,13 @@ int UtcDaliAnimationSetLoopingP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -438,7 +439,7 @@ int UtcDaliAnimationSetLoopCountP(void)
 
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   finishCheck.Reset();
 
@@ -675,7 +676,7 @@ int UtcDaliAnimationSetLoopCountP4(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   actor.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, 0.0f) );
 
   finishCheck.Reset();
@@ -689,7 +690,7 @@ int UtcDaliAnimationSetLoopCountP4(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   END_TEST;
 }
@@ -815,7 +816,7 @@ int UtcDaliAnimationIsLoopingP(void)
   END_TEST;
 }
 
-int UtcDaliAnimationSetEndActioN(void)
+int UtcDaliAnimationSetEndActionN(void)
 {
   TestApplication application;
 
@@ -843,13 +844,13 @@ int UtcDaliAnimationSetEndActioN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Go back to the start
   actor.SetPosition(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Test BakeFinal, animate again, for half the duration
   finishCheck.Reset();
@@ -866,17 +867,17 @@ int UtcDaliAnimationSetEndActioN(void)
   // We did NOT expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentPosition(), VECTOR4_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition * 0.5f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), VECTOR4_EPSILON, TEST_LOCATION );
 
   // The position should be same with target position in the next frame
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Go back to the start
   actor.SetPosition(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Test EndAction::Discard, animate again, but don't bake this time
   finishCheck.Reset();
@@ -890,17 +891,17 @@ int UtcDaliAnimationSetEndActioN(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // The position should be discarded in the next frame
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO/*discarded*/, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3::ZERO, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -949,7 +950,7 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   }
 
   // Bake
@@ -976,7 +977,7 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition*0.5f, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition*0.5f, TEST_LOCATION );
   }
 
   // Discard
@@ -1003,7 +1004,7 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   }
 
   // Don't play the animation: disconnect action should not be applied
@@ -1026,7 +1027,7 @@ int UtcDaliAnimationSetDisconnectActionP(void)
     application.SendNotification();
     application.Render();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   }
 
   END_TEST;
@@ -1110,7 +1111,7 @@ int UtcDaliAnimationSetCurrentProgressP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
   DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
@@ -1124,20 +1125,20 @@ int UtcDaliAnimationSetCurrentProgressP(void)
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
   DALI_TEST_EQUALS( 0.8f, animation.GetCurrentProgress(), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -1277,27 +1278,27 @@ int UtcDaliAnimationSetSpeedFactorP1(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f) + 1u/*just beyond half the duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -1337,41 +1338,41 @@ int UtcDaliAnimationSetSpeedFactorP2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), initialPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   END_TEST;
 }
@@ -1413,21 +1414,21 @@ int UtcDaliAnimationSetSpeedFactorP3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.3f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
@@ -1435,20 +1436,20 @@ int UtcDaliAnimationSetSpeedFactorP3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*1200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -1491,21 +1492,21 @@ int UtcDaliAnimationSetSpeedFactorP4(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.3f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.3f), TEST_LOCATION );
 
   tet_printf("Reverse direction of animation whilst playing\n");
   tet_printf("SetSpeedFactor(-0.5f)\n");
@@ -1517,27 +1518,27 @@ int UtcDaliAnimationSetSpeedFactorP4(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 10% progress */);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.1f), 0.0001, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.1f), 0.0001, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), initialPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), initialPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( initialPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -1697,8 +1698,8 @@ int UtcDaliAnimationSetSpeedFactorAndRange(void)
     unsigned int actorIndex = 0u;
     for( actorIndex = 0u; actorIndex < NUM_ENTRIES; ++actorIndex )
     {
-      DALI_TEST_EQUALS( actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION );
-      if( ! Equals(actors[actorIndex].GetCurrentPosition().x, testData[actorIndex].expected[frame]) )
+      DALI_TEST_EQUALS( actors[actorIndex].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData[actorIndex].expected[frame], 0.001, TEST_LOCATION );
+      if( ! Equals(actors[actorIndex].GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData[actorIndex].expected[frame]) )
       {
         tet_printf("Failed at frame %u, actorIndex %u\n", frame, actorIndex );
       }
@@ -1784,7 +1785,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void)
 
   for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
   {
-    DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION );
 
     application.Render(200); // 200 ms at half speed corresponds to 0.1 s
 
@@ -1799,7 +1800,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount01(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 80.0f, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 80.0f, 0.001, TEST_LOCATION );
 
   END_TEST;
 }
@@ -1866,7 +1867,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void)
 
   for( unsigned int frame = 0; frame < NUM_FRAMES; ++frame )
   {
-    DALI_TEST_EQUALS( actor.GetCurrentPosition().x, testData.expected[frame], 0.001, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, testData.expected[frame], 0.001, TEST_LOCATION );
 
     application.Render(200); // 200 ms at half speed corresponds to 0.1 s
 
@@ -1881,7 +1882,7 @@ int UtcDaliAnimationSetSpeedFactorRangeAndLoopCount02(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, 30.0f, 0.001, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, 30.0f, 0.001, TEST_LOCATION );
 
   END_TEST;
 }
@@ -1933,14 +1934,14 @@ int UtcDaliAnimationSetPlayRangeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.6f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.6f ), TEST_LOCATION );
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 200.0f )/* 80% progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.8f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.8f ), TEST_LOCATION );
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds*100.0f ) + 1u/*just beyond the animation duration*/ );
@@ -1948,7 +1949,7 @@ int UtcDaliAnimationSetPlayRangeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2027,7 +2028,7 @@ int UtcDaliAnimationPlayP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -2036,7 +2037,7 @@ int UtcDaliAnimationPlayP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -2045,7 +2046,7 @@ int UtcDaliAnimationPlayP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -2054,7 +2055,7 @@ int UtcDaliAnimationPlayP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -2063,17 +2064,17 @@ int UtcDaliAnimationPlayP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
-int UtcDaliAnimationPlayOffStageP(void)
+int UtcDaliAnimationPlayOffStageDiscardP(void)
 {
   // Test that an animation can be played, when the actor is off-stage.
   // When the actor is added to the stage, it should appear at the current position
@@ -2083,8 +2084,8 @@ int UtcDaliAnimationPlayOffStageP(void)
 
   Actor actor = Actor::New();
   Vector3 basePosition(Vector3::ZERO);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), basePosition, TEST_LOCATION );
-  // Not added to the stage!
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
+  // Not added to the stage yet!
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -2106,7 +2107,99 @@ int UtcDaliAnimationPlayOffStageP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*off-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
+
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+
+  // Remove from the stage
+  Stage::GetCurrent().Remove(actor);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*back to start position as disconnect behaviour is discard*/, TEST_LOCATION );
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  application.Render(0);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(80,80,80), TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+
+
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayOffStageBakeFinalP(void)
+{
+  // Test that an animation can be played, when the actor is off-stage.
+  // When the actor is added to the stage, it should appear at the current position
+  // i.e. where it would have been anyway, if on-stage from the beginning.
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Vector3 basePosition(Vector3::ZERO);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
+  // Not added to the stage!
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
 
   // Add to the stage
   Stage::GetCurrent().Add(actor);
@@ -2117,8 +2210,7 @@ int UtcDaliAnimationPlayOffStageP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  Vector3 expectedPosition(basePosition + (targetPosition - basePosition)*0.4f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition/*on-stage*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
 
   // Remove from the stage
   Stage::GetCurrent().Remove(actor);
@@ -2129,19 +2221,123 @@ int UtcDaliAnimationPlayOffStageP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*back to start position*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final*/, TEST_LOCATION );
+
+  // Add to the stage
+  Stage::GetCurrent().Add(actor);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition /*bake final removed the */, TEST_LOCATION );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
+
+  // We did expect the animation to finish
+  application.SendNotification();
+  finishCheck.CheckSignalReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
+
+  // Check that nothing has changed after a couple of buffer swaps
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+
+  application.Render(0);
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayOffStageBakeP(void)
+{
+  // Test that an animation can be played, when the actor is off-stage.
+  // When the actor is added to the stage, it should appear at the current position
+  // i.e. where it would have been anyway, if on-stage from the beginning.
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Vector3 basePosition(Vector3::ZERO);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), basePosition, TEST_LOCATION );
+  // Not added to the stage!
+
+  // Build the animation
+  float durationSeconds(1.0f);
+  Animation animation = Animation::New(durationSeconds);
+  animation.SetDisconnectAction( Animation::Bake );
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  // Start the animation
+  animation.Play();
+
+  bool signalReceived(false);
+  AnimationFinishCheck finishCheck(signalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 20% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(20,20,20), TEST_LOCATION );
 
   // Add to the stage
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
+
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40)/*on-stage*/, TEST_LOCATION );
+
+  // Remove from the stage
+  Stage::GetCurrent().Remove(actor); // baked here
+
+  application.SendNotification();
+  // this render is a no-op in this case as animator is disabled while off stage
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
+  // We didn't expect the animation to finish yet
+  application.SendNotification();
+  finishCheck.CheckSignalNotReceived();
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(40,40,40) /*baked value*/, TEST_LOCATION );
+
+  // Add back to the stage
+  Stage::GetCurrent().Add(actor);
+
+  application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /* animation restarted at 40,40,40 + 80%*60 */, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+
+  // Remove from the stage
+  Stage::GetCurrent().Remove(actor); // baked here
+
+  application.SendNotification();
+  // this render is a no-op in this case as animator is disabled while off stage
+  application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+  application.Render(static_cast<unsigned int>(0.0f) );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) /*baked value*/, TEST_LOCATION );
+
+  // Add back to the stage
+  Stage::GetCurrent().Add(actor);
 
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  expectedPosition = Vector3(basePosition + (targetPosition - basePosition)*0.8f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), expectedPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(88,88,88) , TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
@@ -2149,13 +2345,14 @@ int UtcDaliAnimationPlayOffStageP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
+
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2190,7 +2387,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 40% progress */);
@@ -2198,7 +2395,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.4f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.4f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
@@ -2206,7 +2403,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
@@ -2214,7 +2411,7 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
@@ -2222,13 +2419,13 @@ int UtcDaliAnimationPlayDiscardHandleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2258,7 +2455,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   // This is a test of the "Fire and Forget" behaviour
   // Stop the animation, and Discard the animation handle!
@@ -2273,7 +2470,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   finishCheck.Reset();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 60% progress */);
@@ -2281,7 +2478,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 80% progress */);
@@ -2289,7 +2486,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 100% progress */);
@@ -2297,7 +2494,7 @@ int UtcDaliAnimationPlayStopDiscardHandleP(void)
   // Check that nothing has changed
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.2f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.2f), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2342,7 +2539,7 @@ int UtcDaliAnimationPlayRangeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -2351,13 +2548,13 @@ int UtcDaliAnimationPlayRangeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition * 0.8f, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
 
   //Loop inside the range
@@ -2377,7 +2574,7 @@ int UtcDaliAnimationPlayRangeP(void)
       progress = progress - 0.4f;
     }
 
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
   }
 
   // We didn't expect the animation to finish yet
@@ -2399,7 +2596,7 @@ int UtcDaliAnimationPlayRangeP(void)
       progress = progress - 0.7f;
     }
 
-    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentPosition(), 0.001f, TEST_LOCATION );
+    DALI_TEST_EQUALS( targetPosition*progress, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), 0.001f, TEST_LOCATION );
   }
 
   END_TEST;
@@ -2436,7 +2633,7 @@ int UtcDaliAnimationPlayFromP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.6f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.6f), TEST_LOCATION );
 
   animation.Play(); // Test that calling play has no effect, when animation is already playing
   application.SendNotification();
@@ -2445,19 +2642,19 @@ int UtcDaliAnimationPlayFromP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), (targetPosition * 0.8f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), (targetPosition * 0.8f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f) + 1u/*just beyond the animation duration*/);
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2513,7 +2710,7 @@ int UtcDaliAnimationPauseP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Pause the animation
   animation.Pause();
@@ -2527,7 +2724,7 @@ int UtcDaliAnimationPauseP(void)
     // We didn't expect the animation to finish yet
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
   }
 
   // Keep going
@@ -2545,13 +2742,13 @@ int UtcDaliAnimationPauseP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   END_TEST;
 }
 
@@ -2588,7 +2785,7 @@ int UtcDaliAnimationGetStateP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Pause the animation
   animation.Pause();
@@ -2604,7 +2801,7 @@ int UtcDaliAnimationGetStateP(void)
     // We didn't expect the animation to finish yet
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when paused */, TEST_LOCATION );
     DALI_TEST_EQUALS( animation.GetState(), Animation::PAUSED, TEST_LOCATION );
   }
 
@@ -2625,14 +2822,14 @@ int UtcDaliAnimationGetStateP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( targetPosition, actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
   DALI_TEST_EQUALS( animation.GetState(), Animation::STOPPED, TEST_LOCATION );
 
   // re-play
@@ -2677,7 +2874,7 @@ int UtcDaliAnimationStopP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Stop the animation
   animation.Stop();
@@ -2691,7 +2888,7 @@ int UtcDaliAnimationStopP(void)
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress when stopped */, TEST_LOCATION );
   }
   END_TEST;
 }
@@ -2727,7 +2924,7 @@ int UtcDaliAnimationStopSetPositionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Stop the animation
   animation.Stop();
@@ -2743,7 +2940,7 @@ int UtcDaliAnimationStopSetPositionP(void)
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), positionSet/*Animation should not interfere with this*/, TEST_LOCATION );
   }
   END_TEST;
 }
@@ -2776,7 +2973,7 @@ int UtcDaliAnimationClearP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress, TEST_LOCATION );
 
   // Clear the animation
   animation.Clear();
@@ -2787,7 +2984,7 @@ int UtcDaliAnimationClearP(void)
   // We don't expect the animation to finish now
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), fiftyPercentProgress/* Still 50% progress since the animator was destroyed */, TEST_LOCATION );
 
   // Restart as a scale animation; this should not move the actor's position
   finishCheck.Reset();
@@ -2802,16 +2999,16 @@ int UtcDaliAnimationClearP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3(2.0f, 2.0f, 2.0f), TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
 
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO/*Check move-animator was destroyed*/, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4370,7 +4567,7 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
   Stage::GetCurrent().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4397,7 +4594,7 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ninetyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ninetyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*50.0f) + 1u/*just beyond the animation duration*/);
@@ -4405,13 +4602,13 @@ int UtcDaliAnimationAnimateByActorPositionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4421,7 +4618,7 @@ int UtcDaliAnimationAnimateByActorPositionComponentsP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4432,7 +4629,7 @@ int UtcDaliAnimationAnimateByActorPositionComponentsP(void)
   animation.AnimateBy( Property( actor, Actor::Property::POSITION_Y ), relativePosition.y );
   animation.AnimateBy( Property( actor, Actor::Property::POSITION_Z ), relativePosition.z );
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Start the animation
@@ -4444,12 +4641,12 @@ int UtcDaliAnimationAnimateByActorPositionComponentsP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Y ), targetPosition.y, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_Z ), targetPosition.z, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   END_TEST;
 }
@@ -4464,7 +4661,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
   Stage::GetCurrent().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4490,7 +4687,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved more, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   DALI_TEST_CHECK( current.x > ninetyFivePercentProgress.x );
   DALI_TEST_CHECK( current.y > ninetyFivePercentProgress.y );
   DALI_TEST_CHECK( current.z > ninetyFivePercentProgress.z );
@@ -4501,13 +4698,13 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4521,7 +4718,7 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
   Stage::GetCurrent().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4548,7 +4745,7 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4556,13 +4753,13 @@ int UtcDaliAnimationAnimateByActorPositionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4576,7 +4773,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
   Stage::GetCurrent().Add(actor);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4604,7 +4801,7 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), startPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), startPosition, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -4612,13 +4809,13 @@ int UtcDaliAnimationAnimateByActorPositionAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4627,9 +4824,9 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4654,7 +4851,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -4662,7 +4859,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -4670,7 +4867,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4678,7 +4875,7 @@ int UtcDaliAnimationAnimateByActorOrientationP1(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4689,9 +4886,9 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void)
   tet_printf("Testing that rotation angle > 360 performs full rotations\n");
 
   Actor actor = Actor::New();
-  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4714,7 +4911,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -4722,7 +4919,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -4730,7 +4927,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4738,7 +4935,7 @@ int UtcDaliAnimationAnimateByActorOrientationP2(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4750,9 +4947,9 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void)
   tet_printf("Testing that rotation angle > 360 performs partial rotations when cast to Quaternion\n");
 
   Actor actor = Actor::New();
-  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::ZAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4777,7 +4974,7 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.25f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -4785,7 +4982,7 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.5f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -4793,7 +4990,7 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians * 0.75f, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4801,8 +4998,8 @@ int UtcDaliAnimationAnimateByActorOrientationP3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(actualRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::ZAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4812,9 +5009,9 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4836,7 +5033,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -4844,7 +5041,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -4852,7 +5049,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4860,7 +5057,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4869,9 +5066,9 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation( Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4896,7 +5093,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -4905,7 +5102,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -4914,7 +5111,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -4922,7 +5119,7 @@ int UtcDaliAnimationAnimateByActorOrientationAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(relativeRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -4932,7 +5129,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -4959,7 +5156,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -4967,14 +5164,14 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetScale(Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -4990,7 +5187,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentScale());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
   DALI_TEST_CHECK( current.x > 1.0f );
   DALI_TEST_CHECK( current.y > 1.0f );
   DALI_TEST_CHECK( current.z > 1.0f );
@@ -5004,14 +5201,14 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetScale(Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
@@ -5026,7 +5223,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -5034,7 +5231,7 @@ int UtcDaliAnimationAnimateByActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
@@ -5044,7 +5241,7 @@ int UtcDaliAnimationAnimateByActorScaleComponentsP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5055,7 +5252,7 @@ int UtcDaliAnimationAnimateByActorScaleComponentsP(void)
   animation.AnimateBy( Property( actor, Actor::Property::SCALE_Y ), relativeScale.y );
   animation.AnimateBy( Property( actor, Actor::Property::SCALE_Z ), relativeScale.z );
 
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Start the animation
@@ -5067,12 +5264,12 @@ int UtcDaliAnimationAnimateByActorScaleComponentsP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Y ), targetScale.y, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SCALE_Z ), targetScale.z, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
 
   END_TEST;
 }
@@ -5083,7 +5280,7 @@ int UtcDaliAnimationAnimateByActorColorP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5092,7 +5289,7 @@ int UtcDaliAnimationAnimateByActorColorP(void)
   Vector4 relativeColor( targetColor - Color::WHITE );
   animation.AnimateBy( Property( actor, Actor::Property::COLOR ), relativeColor );
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Start the animation
@@ -5105,12 +5302,12 @@ int UtcDaliAnimationAnimateByActorColorP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   END_TEST;
 }
@@ -5121,7 +5318,7 @@ int UtcDaliAnimationAnimateByActorColorComponentsP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5133,7 +5330,7 @@ int UtcDaliAnimationAnimateByActorColorComponentsP(void)
   animation.AnimateBy( Property( actor, Actor::Property::COLOR_BLUE ), relativeColor.b );
   animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), relativeColor.a );
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Start the animation
@@ -5146,12 +5343,12 @@ int UtcDaliAnimationAnimateByActorColorComponentsP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_BLUE ), targetColor.b, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::COLOR_ALPHA ), targetColor.a, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   END_TEST;
 }
@@ -5162,7 +5359,7 @@ int UtcDaliAnimationAnimateByActorSizeP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5171,7 +5368,7 @@ int UtcDaliAnimationAnimateByActorSizeP(void)
   Vector3 relativeSize( targetSize - Vector3::ZERO );
   animation.AnimateBy( Property( actor, Actor::Property::SIZE ), relativeSize );
 
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Start the animation
@@ -5183,12 +5380,12 @@ int UtcDaliAnimationAnimateByActorSizeP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
 
   END_TEST;
 }
@@ -5199,7 +5396,7 @@ int UtcDaliAnimationAnimateByActorSizeComponentsP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5210,7 +5407,7 @@ int UtcDaliAnimationAnimateByActorSizeComponentsP(void)
   animation.AnimateBy( Property( actor, Actor::Property::SIZE_HEIGHT ), relativeSize.height );
   animation.AnimateBy( Property( actor, Actor::Property::SIZE_DEPTH ), relativeSize.depth );
 
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Start the animation
@@ -5222,12 +5419,12 @@ int UtcDaliAnimationAnimateByActorSizeComponentsP(void)
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_HEIGHT ), targetSize.height, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::SIZE_DEPTH ), targetSize.depth, TEST_LOCATION );
 
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
 
   END_TEST;
 }
@@ -5238,14 +5435,14 @@ int UtcDaliAnimationAnimateByActorVisibilityP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
 
-  actor.SetVisible( false );
+  actor.SetProperty( Actor::Property::VISIBLE, false );
 
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.IsVisible(), false, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -5261,12 +5458,12 @@ int UtcDaliAnimationAnimateByActorVisibilityP(void)
 
   // Target value should be retrievable straight away
   DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), targetVisibility, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.IsVisible(), false, TEST_LOCATION ); // Not changed yet
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), false, TEST_LOCATION ); // Not changed yet
 
   application.SendNotification();
   application.Render( 1000 ); // 1 second progress
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
 
   END_TEST;
 }
@@ -6689,33 +6886,29 @@ int UtcDaliAnimationAnimateToActorParentOriginP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin(), ParentOrigin::TOP_LEFT, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ), ParentOrigin::TOP_LEFT, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetParentOrigin(ParentOrigin::BOTTOM_RIGHT);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN), targetParentOrigin );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginXP(void)
+int UtcDaliAnimationAnimateToActorParentOriginXN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().x, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).x, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_X), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -6723,26 +6916,22 @@ int UtcDaliAnimationAnimateToActorParentOriginXP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetX(1.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_X), targetX );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginYP(void)
+int UtcDaliAnimationAnimateToActorParentOriginYN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().y, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).y, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Y), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -6750,26 +6939,22 @@ int UtcDaliAnimationAnimateToActorParentOriginYP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetY(1.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Y), targetY );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorParentOriginZP(void)
+int UtcDaliAnimationAnimateToActorParentOriginZN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentParentOrigin().z, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::PARENT_ORIGIN ).z, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::PARENT_ORIGIN_Z), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -6777,51 +6962,43 @@ int UtcDaliAnimationAnimateToActorParentOriginZP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetZ(1.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::PARENT_ORIGIN_Z), targetZ );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint(), AnchorPoint::CENTER, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ), AnchorPoint::CENTER, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
   Animation animation = Animation::New(durationSeconds);
   Vector3 targetAnchorPoint(AnchorPoint::TOP_LEFT);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT), targetAnchorPoint);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointXP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointXN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().x, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).x, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_X), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -6829,26 +7006,22 @@ int UtcDaliAnimationAnimateToActorAnchorPointXP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetX(1.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_X), targetX );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointYP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointYN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().y, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).y, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Y), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -6856,26 +7029,22 @@ int UtcDaliAnimationAnimateToActorAnchorPointYP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetY(0.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Y), targetY );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationAnimateToActorAnchorPointZP(void)
+int UtcDaliAnimationAnimateToActorAnchorPointZN(void)
 {
   TestApplication application;
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.5f);
-  DALI_TEST_EQUALS( actor.GetCurrentAnchorPoint().z, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::ANCHOR_POINT ).z, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::ANCHOR_POINT_Z), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -6883,15 +7052,11 @@ int UtcDaliAnimationAnimateToActorAnchorPointZP(void)
   Animation animation = Animation::New(durationSeconds);
   float targetZ(100.0f);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     animation.AnimateTo( Property(actor, Actor::Property::ANCHOR_POINT_Z), targetZ );
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "IsPropertyAnimatable( index )", TEST_LOCATION);
-  }
+  }, "Property is not animatable" );
+
   END_TEST;
 }
 
@@ -6901,7 +7066,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -6936,7 +7101,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -6944,14 +7109,14 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -6967,7 +7132,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentSize());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
   DALI_TEST_CHECK( current.x > 0.0f );
   DALI_TEST_CHECK( current.y > 0.0f );
   DALI_TEST_CHECK( current.z > 0.0f );
@@ -6981,14 +7146,14 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
@@ -7003,7 +7168,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7011,7 +7176,7 @@ int UtcDaliAnimationAnimateToActorSizeP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7022,7 +7187,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentSize().width, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -7054,7 +7219,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().width, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7062,7 +7227,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().width, targetWidth, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).width, targetWidth, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_WIDTH), targetWidth, TEST_LOCATION );
   END_TEST;
 }
@@ -7074,7 +7239,7 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentSize().height, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -7106,7 +7271,7 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().height, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7114,7 +7279,7 @@ int UtcDaliAnimationAnimateToActorSizeHeightP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().height, targetHeight, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).height, targetHeight, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_HEIGHT), targetHeight, TEST_LOCATION );
   END_TEST;
 }
@@ -7126,7 +7291,7 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), startValue, TEST_LOCATION );
 
   // Build the animation
@@ -7158,7 +7323,7 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7166,7 +7331,7 @@ int UtcDaliAnimationAnimateToActorSizeDepthP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().depth, targetDepth, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).depth, targetDepth, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SIZE_DEPTH), targetDepth, TEST_LOCATION );
   END_TEST;
 }
@@ -7177,7 +7342,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7200,7 +7365,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -7208,14 +7373,14 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), targetSize, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), targetSize, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -7232,7 +7397,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The size should have travelled less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentSize());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ));
   DALI_TEST_CHECK( current.x > 0.0f );
   DALI_TEST_CHECK( current.y > 0.0f );
   DALI_TEST_CHECK( current.x < ninetyNinePercentProgress.x );
@@ -7244,15 +7409,15 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).x, targetSize.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).y, targetSize.y, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetSize(Vector3::ZERO);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
@@ -7268,7 +7433,7 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7276,8 +7441,8 @@ int UtcDaliAnimationAnimateToActorSizeWidthHeightP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentSize().x, targetSize.x, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentSize().y, targetSize.y, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).x, targetSize.x, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SIZE ).y, targetSize.y, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7287,7 +7452,7 @@ int UtcDaliAnimationAnimateToActorPositionP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7322,7 +7487,7 @@ int UtcDaliAnimationAnimateToActorPositionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7330,7 +7495,7 @@ int UtcDaliAnimationAnimateToActorPositionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7341,7 +7506,7 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -7375,7 +7540,7 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7383,7 +7548,7 @@ int UtcDaliAnimationAnimateToActorPositionXP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().x, targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x, targetX, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), targetX, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -7397,7 +7562,7 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().y, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -7431,7 +7596,7 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().y, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7439,7 +7604,7 @@ int UtcDaliAnimationAnimateToActorPositionYP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().y, targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).y, targetY, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetY, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -7453,7 +7618,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(0.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().z, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), startValue, TEST_LOCATION );
@@ -7487,7 +7652,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().z, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, fiftyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -7495,7 +7660,7 @@ int UtcDaliAnimationAnimateToActorPositionZP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition().z, targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).z, targetZ, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetZ, TEST_LOCATION );
@@ -7508,7 +7673,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7533,7 +7698,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The position should have moved less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentPosition());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ));
   DALI_TEST_CHECK( current.x > Vector3::ZERO.x );
   DALI_TEST_CHECK( current.y > Vector3::ZERO.y );
   DALI_TEST_CHECK( current.z > Vector3::ZERO.z );
@@ -7547,7 +7712,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7557,7 +7722,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7583,7 +7748,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
@@ -7591,7 +7756,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
@@ -7599,7 +7764,7 @@ int UtcDaliAnimationAnimateToActorPositionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7609,7 +7774,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7636,7 +7801,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.75)/* 7/8 animation progress, 3/4 animator progress */);
@@ -7644,7 +7809,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), seventyFivePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), seventyFivePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f*0.25) + 1u/*just beyond the animation duration*/);
@@ -7652,7 +7817,7 @@ int UtcDaliAnimationAnimateToActorPositionAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7661,9 +7826,9 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7688,7 +7853,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7696,7 +7861,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7704,7 +7869,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7712,7 +7877,7 @@ int UtcDaliAnimationAnimateToActorOrientationAngleAxisP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7721,9 +7886,9 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7746,7 +7911,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7754,7 +7919,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7762,7 +7927,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7770,7 +7935,7 @@ int UtcDaliAnimationAnimateToActorOrientationQuaternionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7779,9 +7944,9 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(Radian(0.0f), Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7803,7 +7968,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.25f*0.25f*0.25f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7811,7 +7976,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.5f*0.5f*0.5f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7819,7 +7984,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * 0.75f*0.75f*0.75f, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7827,7 +7992,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7836,9 +8001,9 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7862,7 +8027,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7871,7 +8036,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7880,7 +8045,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7888,7 +8053,7 @@ int UtcDaliAnimationAnimateToActorOrientationTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7897,9 +8062,9 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetOrientation(Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Dali::ANGLE_0, Vector3::YAXIS ) );
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion( Dali::ANGLE_0, Vector3::YAXIS ), ROTATION_EPSILON, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7923,7 +8088,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   float progress = max(0.0f, 0.25f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
@@ -7932,7 +8097,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.5f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
@@ -7941,7 +8106,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
   progress = max(0.0f, 0.75f - delay) / (1.0f - delay);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians * progress*progress*progress, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f) + 1u/*just beyond the animation duration*/);
@@ -7949,7 +8114,7 @@ int UtcDaliAnimationAnimateToActorOrientationAlphaFunctionTimePeriodP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), Quaternion(targetRotationRadians, Vector3::YAXIS), ROTATION_EPSILON, TEST_LOCATION );
   END_TEST;
 }
 
@@ -7959,7 +8124,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -7988,7 +8153,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), ninetyNinePercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), ninetyNinePercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f) + 1u/*just beyond the animation duration*/);
@@ -7996,14 +8161,14 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetScale(Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -8019,7 +8184,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The scale should have grown less, than with a linear alpha function
-  Vector3 current(actor.GetCurrentScale());
+  Vector3 current(actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ));
   DALI_TEST_CHECK( current.x > 1.0f );
   DALI_TEST_CHECK( current.y > 1.0f );
   DALI_TEST_CHECK( current.z > 1.0f );
@@ -8033,14 +8198,14 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
   actor.SetScale(Vector3::ONE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   // Repeat with a delay
   float delay = 0.5f;
@@ -8055,7 +8220,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), Vector3::ONE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), Vector3::ONE, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -8063,7 +8228,7 @@ int UtcDaliAnimationAnimateToActorScaleP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale(), targetScale, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ), targetScale, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8074,7 +8239,7 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentScale().x, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
@@ -8107,7 +8272,7 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().x, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
@@ -8118,7 +8283,7 @@ int UtcDaliAnimationAnimateToActorScaleXP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().x, targetX, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).x, targetX, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), targetX, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
@@ -8132,7 +8297,7 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentScale().y, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
@@ -8165,7 +8330,7 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().y, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
@@ -8176,7 +8341,7 @@ int UtcDaliAnimationAnimateToActorScaleYP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().y, targetY, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).y, targetY, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), targetY, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), startValue, TEST_LOCATION );
@@ -8190,7 +8355,7 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentScale().z, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_X), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Y), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::SCALE_Z), startValue, TEST_LOCATION );
@@ -8223,7 +8388,7 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().z, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), fiftyPercentProgress, TEST_LOCATION );
@@ -8234,7 +8399,7 @@ int UtcDaliAnimationAnimateToActorScaleZP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentScale().z, targetZ, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::SCALE ).z, targetZ, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_X ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Y ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::SCALE_Z ), targetZ, TEST_LOCATION );
@@ -8247,7 +8412,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
 
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -8279,7 +8444,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), tenPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), tenPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*900.0f) + 1u/*just beyond the animation duration*/);
@@ -8287,14 +8452,14 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetColor(Color::WHITE);
+  actor.SetProperty( Actor::Property::COLOR,Color::WHITE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Repeat with a different (ease-in) alpha function
   animation = Animation::New(durationSeconds);
@@ -8310,7 +8475,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   finishCheck.CheckSignalNotReceived();
 
   // The color should have changed less, than with a linear alpha function
-  Vector4 current(actor.GetCurrentColor());
+  Vector4 current(actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ));
   DALI_TEST_CHECK( current.x == 1.0f ); // doesn't change
   DALI_TEST_CHECK( current.y < 1.0f );
   DALI_TEST_CHECK( current.y > tenPercentProgress.y );
@@ -8324,14 +8489,14 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   // Reset everything
   finishCheck.Reset();
-  actor.SetColor(Color::WHITE);
+  actor.SetProperty( Actor::Property::COLOR,Color::WHITE);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), Color::WHITE, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), Color::WHITE, TEST_LOCATION );
 
   // Repeat with a shorter animator duration
   float animatorDuration = 0.5f;
@@ -8346,7 +8511,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), twentyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), twentyPercentProgress, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 50% animation progress, 100% animator progress */);
@@ -8354,7 +8519,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -8362,7 +8527,7 @@ int UtcDaliAnimationAnimateToActorColorP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor(), targetColor, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ), targetColor, TEST_LOCATION );
   END_TEST;
 }
 
@@ -8373,7 +8538,7 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentColor().r, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8408,7 +8573,7 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().r, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue,           TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
@@ -8420,7 +8585,7 @@ int UtcDaliAnimationAnimateToActorColorRedP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().r, targetRed, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).r, targetRed, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   targetRed,  TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8435,7 +8600,7 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentColor().g, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8470,7 +8635,7 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().g, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue,           TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,           TEST_LOCATION );
@@ -8482,7 +8647,7 @@ int UtcDaliAnimationAnimateToActorColorGreenP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().g, targetGreen, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).g, targetGreen, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED),   startValue,  TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), targetGreen, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue,  TEST_LOCATION );
@@ -8497,7 +8662,7 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentColor().b, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8532,7 +8697,7 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().b, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  fiftyPercentProgress, TEST_LOCATION );
@@ -8544,7 +8709,7 @@ int UtcDaliAnimationAnimateToActorColorBlueP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().b, targetBlue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).b, targetBlue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  targetBlue, TEST_LOCATION );
@@ -8559,7 +8724,7 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   Actor actor = Actor::New();
   Stage::GetCurrent().Add(actor);
   float startValue(1.0f);
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8595,7 +8760,7 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, fiftyPercentProgress, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, fiftyPercentProgress, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,           TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,           TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue,           TEST_LOCATION );
@@ -8607,7 +8772,7 @@ int UtcDaliAnimationAnimateToActorColorAlphaP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, targetAlpha, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, targetAlpha, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_RED ),   startValue,  TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue,  TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue,  TEST_LOCATION );
@@ -8642,7 +8807,7 @@ int UtcDaliAnimationKeyFrames01P(void)
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames02P(void)
+int UtcDaliAnimationKeyFrames02N(void)
 {
   TestApplication application;
 
@@ -8658,19 +8823,15 @@ int UtcDaliAnimationKeyFrames02P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::FLOAT, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(1.9f, false);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames03P(void)
+int UtcDaliAnimationKeyFrames03N(void)
 {
   TestApplication application;
 
@@ -8686,19 +8847,15 @@ int UtcDaliAnimationKeyFrames03P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::BOOLEAN, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames04P(void)
+int UtcDaliAnimationKeyFrames04N(void)
 {
   TestApplication application;
 
@@ -8714,19 +8871,15 @@ int UtcDaliAnimationKeyFrames04P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR2, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(0.7f, Vector3(1.0f, 1.0f, 1.0f));
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames05P(void)
+int UtcDaliAnimationKeyFrames05N(void)
 {
   TestApplication application;
 
@@ -8742,19 +8895,15 @@ int UtcDaliAnimationKeyFrames05P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR3, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(0.7f, 1.0f);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames06P(void)
+int UtcDaliAnimationKeyFrames06N(void)
 {
   TestApplication application;
 
@@ -8770,19 +8919,15 @@ int UtcDaliAnimationKeyFrames06P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::VECTOR4, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(0.7f, Quaternion(Radian(1.717f), Vector3::XAXIS));
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
-int UtcDaliAnimationKeyFrames07P(void)
+int UtcDaliAnimationKeyFrames07N(void)
 {
   TestApplication application;
 
@@ -8798,15 +8943,11 @@ int UtcDaliAnimationKeyFrames07P(void)
 
   DALI_TEST_EQUALS(keyFrames.GetType(), Property::ROTATION, TEST_LOCATION);
 
-  try
+  DALI_TEST_ASSERTION(
   {
     keyFrames.Add(0.7f, 1.1f);
-  }
-  catch (Dali::DaliException& e)
-  {
-    DALI_TEST_PRINT_ASSERT( e );
-    DALI_TEST_ASSERT(e, "mType == value.GetType()", TEST_LOCATION);
-  }
+  }, "mType == value.GetType()" );
+
   END_TEST;
 }
 
@@ -8816,10 +8957,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8856,7 +8997,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.1f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
   application.SendNotification();
@@ -8864,7 +9005,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.3f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.3f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.3f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
   application.SendNotification();
@@ -8872,7 +9013,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.25f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.25f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.25f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
   application.SendNotification();
@@ -8880,7 +9021,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.0f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
   application.SendNotification();
@@ -8888,7 +9029,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.7f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
   application.SendNotification();
@@ -8896,7 +9037,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.8f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.8f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.8f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
@@ -8904,7 +9045,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA), 0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.9f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -8918,10 +9059,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -8955,7 +9096,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   application.Render(0);
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.1f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.1f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 10% progress */);
   application.SendNotification();
@@ -8963,7 +9104,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.36f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.36f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.36f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*200.0f)/* 30% progress */);
   application.SendNotification();
@@ -8971,7 +9112,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.21f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.21f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.21f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 40% progress */);
   application.SendNotification();
@@ -8979,7 +9120,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.0f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.0f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.0f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*400.0f)/* 80% progress */);
   application.SendNotification();
@@ -8987,7 +9128,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.7f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.7f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.7f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)/* 90% progress */);
   application.SendNotification();
@@ -8995,7 +9136,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.76f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.76f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.76f, 0.01f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*100.0f)+1/* 100% progress */);
   application.SendNotification();
@@ -9003,7 +9144,7 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaCubicP(void)
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_GREEN ), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_BLUE ),  startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::COLOR_ALPHA ), 0.9f, 0.01f, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, 0.9f, 0.01f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, 0.9f, 0.01f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -9017,10 +9158,10 @@ int UtcDaliAnimationAnimateBetweenActorColorP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9096,10 +9237,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9175,13 +9316,13 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9200,7 +9341,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
   animation.Play();
 
   // Final key frame value should be retrievable straight away
-  DALI_TEST_EQUALS( actor.GetProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
 
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
@@ -9212,7 +9353,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleP(void)
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -9223,13 +9364,13 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(0);
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9258,7 +9399,7 @@ int UtcDaliAnimationAnimateBetweenActorVisibleCubicP(void)
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f)+1);
   application.SendNotification();
 
-  DALI_TEST_EQUALS( actor.IsVisible(), true, TEST_LOCATION);
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ), true, TEST_LOCATION);
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -9269,13 +9410,13 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(0);
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9304,7 +9445,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01P(void)
 
   Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
 
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -9315,13 +9456,13 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
   application.SendNotification();
   application.Render(0);
   Stage::GetCurrent().Add(actor);
 
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9346,27 +9487,27 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02P(void)
   finishCheck.CheckSignalNotReceived();
 
   Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f) );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -9380,13 +9521,13 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
   Stage::GetCurrent().Add(actor);
 
   application.SendNotification();
   application.Render(0);
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9413,7 +9554,7 @@ int UtcDaliAnimationAnimateBetweenActorOrientation01CubicP(void)
 
   Quaternion check( Radian(Degree(60)), Vector3::ZAXIS );
 
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
   finishCheck.CheckSignalReceived();
   END_TEST;
 }
@@ -9424,13 +9565,13 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
 
   Actor actor = Actor::New();
   AngleAxis aa(Degree(90), Vector3::XAXIS);
-  actor.SetOrientation(aa.angle, aa.axis);
+  actor.SetProperty( Actor::Property::ORIENTATION, Quaternion(aa.angle, aa.axis) );
   application.SendNotification();
   application.Render(0);
   Stage::GetCurrent().Add(actor);
 
   Quaternion start(Radian(aa.angle), aa.axis);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), start, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), start, 0.001f, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -9456,27 +9597,27 @@ int UtcDaliAnimationAnimateBetweenActorOrientation02CubicP(void)
   finishCheck.CheckSignalNotReceived();
 
   Quaternion check(Radian(Degree(60)), Vector3::XAXIS);
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(90)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(120)), Vector3::XAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(101.5)), Vector3(0.5f, 0.5f, 0.0f ) );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   check = Quaternion( Radian(Degree(120)), Vector3::YAXIS );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), check, 0.001f, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), check, 0.001f, TEST_LOCATION );
 
   // We did expect the animation to finish
 
@@ -9490,10 +9631,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9569,10 +9710,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9648,10 +9789,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9729,10 +9870,10 @@ int UtcDaliAnimationAnimateBetweenActorColorTimePeriodCubicP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9811,10 +9952,10 @@ int UtcDaliAnimationAnimateBetweenActorColorAlphaFunctionTimePeriodP(void)
   float startValue(1.0f);
   float delay = 0.5f;
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -9891,10 +10032,10 @@ int UtcDaliAnimationAnimateBetweenActorColorCubicWithDelayP(void)
 
   float startValue(1.0f);
   Actor actor = Actor::New();
-  actor.SetColor(Vector4(startValue, startValue, startValue, startValue));
+  actor.SetProperty( Actor::Property::COLOR,Vector4(startValue, startValue, startValue, startValue));
   Stage::GetCurrent().Add(actor);
 
-  DALI_TEST_EQUALS( actor.GetCurrentColor().a, startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector4 >( Actor::Property::COLOR ).a, startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_RED),   startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_GREEN), startValue, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::COLOR_BLUE),  startValue, TEST_LOCATION );
@@ -10011,36 +10152,36 @@ int UtcDaliAnimationAnimateP(void)
   Quaternion rotation;
   path.Sample( 0.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   path.Sample( 0.25f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   path.Sample( 0.5f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   path.Sample( 0.75f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   path.Sample( 1.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -10090,36 +10231,36 @@ int UtcDaliAnimationAnimateAlphaFunctionP(void)
   Quaternion rotation;
   path.Sample( 0.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   path.Sample( 0.25f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   path.Sample( 0.5f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   path.Sample( 0.75f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   path.Sample( 1.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -10169,36 +10310,36 @@ int UtcDaliAnimationAnimateTimePeriodP(void)
   Quaternion rotation;
   path.Sample( 0.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   path.Sample( 0.25f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   path.Sample( 0.5f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   path.Sample( 0.75f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   path.Sample( 1.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -10248,36 +10389,36 @@ int UtcDaliAnimationAnimateAlphaFunctionTimePeriodP(void)
   Quaternion rotation;
   path.Sample( 0.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 25% progress */);
   application.SendNotification();
   path.Sample( 0.25f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 50% progress */);
   application.SendNotification();
   path.Sample( 0.5f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)/* 75% progress */);
   application.SendNotification();
   path.Sample( 0.75f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   application.Render(static_cast<unsigned int>(durationSeconds*250.0f)+1/* 100% progress */);
   application.SendNotification();
   path.Sample( 1.0f, position, tangent );
   rotation = Quaternion( Vector3::XAXIS, tangent );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), position, TEST_LOCATION );
-  DALI_TEST_EQUALS( actor.GetCurrentOrientation(), rotation, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), position, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Quaternion >( Actor::Property::ORIENTATION ), rotation, TEST_LOCATION );
 
   finishCheck.CheckSignalReceived();
   END_TEST;
@@ -10288,10 +10429,10 @@ int UtcDaliAnimationShowP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  actor.SetVisible(false);
+  actor.SetProperty( Actor::Property::VISIBLE,false);
   application.SendNotification();
   application.Render(0);
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   Stage::GetCurrent().Add(actor);
 
   // Start the animation
@@ -10310,7 +10451,7 @@ int UtcDaliAnimationShowP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be shown now*/);
@@ -10318,7 +10459,7 @@ int UtcDaliAnimationShowP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -10326,7 +10467,7 @@ int UtcDaliAnimationShowP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   END_TEST;
 }
 
@@ -10335,7 +10476,7 @@ int UtcDaliAnimationHideP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   Stage::GetCurrent().Add(actor);
 
   // Start the animation
@@ -10354,7 +10495,7 @@ int UtcDaliAnimationHideP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*10.0f)/*Should be hidden now*/);
@@ -10362,7 +10503,7 @@ int UtcDaliAnimationHideP(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   application.SendNotification();
   application.Render(static_cast<unsigned int>(durationSeconds*500.0f) + 1u/*just beyond the animation duration*/);
@@ -10370,7 +10511,7 @@ int UtcDaliAnimationHideP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   END_TEST;
 }
 
@@ -10382,7 +10523,7 @@ int UtcDaliAnimationShowHideAtEndP(void)
   TestApplication application;
 
   Actor actor = Actor::New();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   Stage::GetCurrent().Add(actor);
 
   // Start Hide animation
@@ -10401,7 +10542,7 @@ int UtcDaliAnimationShowHideAtEndP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( !actor.IsVisible() );
+  DALI_TEST_CHECK( !actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
 
   // Start Show animation
   animation = Animation::New(durationSeconds);
@@ -10415,7 +10556,7 @@ int UtcDaliAnimationShowHideAtEndP(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_CHECK( actor.IsVisible() );
+  DALI_TEST_CHECK( actor.GetCurrentProperty< bool >( Actor::Property::VISIBLE ) );
   END_TEST;
 }
 
@@ -10709,19 +10850,14 @@ int UtcDaliAnimationAnimateByNonAnimateableTypeN(void)
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
-  try
+  DALI_TEST_ASSERTION(
   {
     // Build the animation
     Animation animation = Animation::New( 2.0f );
     std::string relativeValue = "relative string";
     animation.AnimateBy( Property(actor, index), relativeValue );
     tet_result(TET_FAIL);
-  }
-  catch ( Dali::DaliException& e )
-  {
-    DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
-  }
-
+  }, "Target value is not animatable" );
 
   END_TEST;
 }
@@ -10739,19 +10875,13 @@ int UtcDaliAnimationAnimateToNonAnimateableTypeN(void)
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
-  try
+  DALI_TEST_ASSERTION(
   {
     // Build the animation
     Animation animation = Animation::New( 2.0f );
     std::string relativeValue = "relative string";
     animation.AnimateTo( Property(actor, index), relativeValue );
-
-    tet_result(TET_FAIL);
-  }
-  catch ( Dali::DaliException& e )
-  {
-   DALI_TEST_ASSERT( e, "Animated value and Property type don't match", TEST_LOCATION );
-  }
+  }, "Target value is not animatable" );
 
   END_TEST;
 }
@@ -10768,20 +10898,14 @@ int UtcDaliAnimationAnimateBetweenNonAnimateableTypeN(void)
   Stage::GetCurrent().Add(actor);
   DALI_TEST_EQUALS( actor.GetProperty<int>(index), startValue, TEST_LOCATION );
 
-  try
+  DALI_TEST_ASSERTION(
   {
     // Build the animation
     KeyFrames keyFrames = KeyFrames::New();
     keyFrames.Add( 0.0f, std::string("relative string1") );
     keyFrames.Add( 1.0f, std::string("relative string2") );
     // no need to really create the animation as keyframes do the check
-
-    tet_result(TET_FAIL);
-  }
-  catch ( Dali::DaliException& e )
-  {
-    DALI_TEST_ASSERT( e, "Type not animateable", TEST_LOCATION );
-  }
+  }, "Property type is not animatable" );
 
   END_TEST;
 }
@@ -10804,7 +10928,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayP(void)
 
   //Test GetCurrentProgress return 0.0 as the duration is 0.0
   DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   tet_infoline("Set target position in animation without intiating play");
 
@@ -10832,7 +10956,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayP(void)
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPosition.y, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPosition.z, TEST_LOCATION );
 
-  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
+  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x );
 
   application.Render(2000u);
 
@@ -10869,7 +10993,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
 
   //Test GetCurrentProgress return 0.0 as the duration is 0.0
   DALI_TEST_EQUALS( 0.0f, animation.GetCurrentProgress(), TEST_LOCATION );
-  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentPosition(), TEST_LOCATION );
+  DALI_TEST_EQUALS( Vector3( 0.0f, 0.0f, 0.0f ), actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), TEST_LOCATION );
 
   tet_infoline("Set target position in animation without intiating play");
 
@@ -10899,7 +11023,7 @@ int UtcDaliAnimationSetAndGetTargetBeforePlayMulitpleAnimatorsPositionP(void)
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Y), targetPositions[2].y, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty<float>(Actor::Property::POSITION_Z), targetPositions[2].z, TEST_LOCATION );
 
-  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentPosition().x );
+  tet_printf( "x position at half way point(%f)\n", actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ).x );
 
   application.Render(2000u);
 
@@ -11046,7 +11170,7 @@ int UtcDaliAnimationTimePeriodOrder(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
@@ -11068,7 +11192,7 @@ int UtcDaliAnimationTimePeriodOrder(void)
   application.SendNotification();
   application.Render(5000); // After the animation is complete
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
 
@@ -11083,7 +11207,7 @@ int UtcDaliAnimationTimePeriodOrder(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
 
@@ -11099,7 +11223,7 @@ int UtcDaliAnimationTimePeriodOrder(void)
   application.SendNotification();
   application.Render(5000); // After the animation is complete
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
 
@@ -11118,7 +11242,7 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
@@ -11144,7 +11268,7 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
   application.SendNotification();
   application.Render(14000); // After the animation is complete
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
 
@@ -11160,7 +11284,7 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
   application.SendNotification();
   application.Render();
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
 
@@ -11180,7 +11304,7 @@ int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
   application.SendNotification();
   application.Render(14000); // After the animation is complete
 
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
   DALI_TEST_EQUALS( actor.GetCurrentProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
 
@@ -11348,7 +11472,7 @@ int UtcDaliAnimationProgressCallbackP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   tet_infoline( "Animation finished" );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   END_TEST;
 }
@@ -11383,21 +11507,21 @@ int UtcDaliAnimationPlayAfterP(void)
     application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
 
     application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ );
 
     // We didn't expect the animation to finish yet
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
 
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*just beyond the animation duration*/ );
@@ -11405,11 +11529,11 @@ int UtcDaliAnimationPlayAfterP(void)
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
     // Check that nothing has changed after a couple of buffer swaps
     application.Render(0);
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   }
 
   tet_printf("Testing that playing after 2 seconds with negative speedfactor\n");
@@ -11439,21 +11563,21 @@ int UtcDaliAnimationPlayAfterP(void)
     application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
 
     application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
 
     // We didn't expect the animation to finish yet
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
 
     application.SendNotification();
     finishCheck.CheckSignalNotReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) + 1u/*just beyond the animation duration*/ );
@@ -11461,11 +11585,11 @@ int UtcDaliAnimationPlayAfterP(void)
     // We did expect the animation to finish
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of Timeperiod in seconds
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of Timeperiod in seconds
 
     // Check that nothing has changed after a couple of buffer swaps
     application.Render(0);
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
   }
 
   END_TEST;
@@ -11507,7 +11631,7 @@ int UtcDaliAnimationPlayAfterP2(void)
         application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
         application.SendNotification();
         finishCheck.CheckSignalNotReceived();
-        DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
+        DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move
       }
 
       application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 50% animation progress, 0% animator progress */ );
@@ -11515,14 +11639,14 @@ int UtcDaliAnimationPlayAfterP2(void)
       // We didn't expect the animation to finish yet
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
 
       application.SendNotification();
       application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
 
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
 
       application.SendNotification();
       application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) /* 100% progress */ );
@@ -11530,7 +11654,7 @@ int UtcDaliAnimationPlayAfterP2(void)
       // We did expect the animation to finish
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
     }
 
     animation.SetLooping(false);
@@ -11539,7 +11663,7 @@ int UtcDaliAnimationPlayAfterP2(void)
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   }
 
   tet_printf("Testing that playing after 2 seconds before looping with negative speedfactor\n");
@@ -11575,7 +11699,7 @@ int UtcDaliAnimationPlayAfterP2(void)
         application.Render( durationSeconds * 200.f ); // The intial delay time of PlayAfter
         application.SendNotification();
         finishCheck.CheckSignalNotReceived();
-        DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
+        DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 1.0f ), TEST_LOCATION ); // Not move. NOTE SpeedFactor < 0 so 'targetPosition' is start position.
       }
 
       application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 25% animation progress, 50% animator progress */ );
@@ -11583,14 +11707,14 @@ int UtcDaliAnimationPlayAfterP2(void)
       // We didn't expect the animation to finish yet
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
 
       application.SendNotification();
       application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 50% animation progress, 100% animator progress */ );
 
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION );
 
       application.SendNotification();
       application.Render( static_cast< unsigned int >( durationSeconds * 500.0f ) /* 100% progress */ );
@@ -11598,7 +11722,7 @@ int UtcDaliAnimationPlayAfterP2(void)
       // We did expect the animation to finish
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(),  ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in second
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ),  ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in second
     }
 
     animation.SetLooping(false);
@@ -11607,7 +11731,7 @@ int UtcDaliAnimationPlayAfterP2(void)
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3(0.0, 0.0, 0.0), TEST_LOCATION );
   }
 
   END_TEST;
@@ -11644,14 +11768,14 @@ int UtcDaliAnimationPlayAfterP3(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 75% animation progress, 50% animator progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.5f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.5f ), TEST_LOCATION );
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 250.0f ) + 1u/*just beyond the animation duration*/ );
@@ -11659,11 +11783,11 @@ int UtcDaliAnimationPlayAfterP3(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -11698,35 +11822,35 @@ int UtcDaliAnimationPlayAfterP4(void)
   // We didn't expect the animation to finish yet
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of PlayAfter
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of PlayAfter
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 20% animation progress, 0% animator progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 45% animation progress, 0% animator progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.0f ), TEST_LOCATION ); // Not move - A delay time of TimePeriod in seconds
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 70% animation progress, 40% animator progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.4f ), TEST_LOCATION ); // 40% of animator progress
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.4f ), TEST_LOCATION ); // 40% of animator progress
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 250.0f )/* 100% delay progress, 95% animation progress, 90% animator progress */ );
 
   application.SendNotification();
   finishCheck.CheckSignalNotReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), ( targetPosition * 0.9f ), TEST_LOCATION ); // 90% of animator progress
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), ( targetPosition * 0.9f ), TEST_LOCATION ); // 90% of animator progress
 
   application.SendNotification();
   application.Render( static_cast< unsigned int >( durationSeconds * 50.0f ) + 1u/*just beyond the animation duration*/ );
@@ -11734,11 +11858,11 @@ int UtcDaliAnimationPlayAfterP4(void)
   // We did expect the animation to finish
   application.SendNotification();
   finishCheck.CheckSignalReceived();
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   // Check that nothing has changed after a couple of buffer swaps
   application.Render(0);
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   END_TEST;
 }
 
@@ -11769,7 +11893,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
 
     application.SendNotification();
     application.Render();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   }
 
   // LoopingMode::AUTO_REVERSE
@@ -11805,7 +11929,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
 
       // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
       // and arrives at the beginning.
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
       application.SendNotification();
       application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
@@ -11813,7 +11937,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
       // We did expect the animation to finish
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
     }
 
     animation.SetLooping( false );
@@ -11823,7 +11947,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
     application.SendNotification();
     finishCheck.CheckSignalReceived();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
   }
 
   // LoopingMode::AUTO_REVERSE in Reverse mode, which begin from the end
@@ -11863,7 +11987,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
       // Setting a negative speed factor is to play the animation in reverse.
       // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
       // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
       application.SendNotification();
       application.Render( static_cast< unsigned int >( durationSeconds * 500.0f )/* 100% time progress */ );
@@ -11871,7 +11995,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
       // We did expect the animation to finish
       application.SendNotification();
       finishCheck.CheckSignalNotReceived();
-      DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+      DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
     }
 
     animation.SetLooping( false );
@@ -11881,7 +12005,7 @@ int UtcDaliAnimationSetLoopingModeP(void)
     application.SendNotification();
     finishCheck.CheckSignalReceived();
 
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
   }
 
   END_TEST;
@@ -11932,7 +12056,7 @@ int UtcDaliAnimationSetLoopingModeP2(void)
     application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
     // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
     // and arrives at the beginning.
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
     application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
@@ -11950,7 +12074,7 @@ int UtcDaliAnimationSetLoopingModeP2(void)
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
     finishCheck.Reset();
   }
@@ -11998,7 +12122,7 @@ int UtcDaliAnimationSetLoopingModeP2(void)
     // Setting a negative speed factor is to play the animation in reverse.
     // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
     // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
     application.Render(static_cast<unsigned int>(durationSeconds*intervalSeconds*1000.0f));
 
@@ -12016,7 +12140,7 @@ int UtcDaliAnimationSetLoopingModeP2(void)
 
     application.SendNotification();
     finishCheck.CheckSignalReceived();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
     finishCheck.Reset();
   }
@@ -12061,13 +12185,13 @@ int UtcDaliAnimationSetLoopingModeP3(void)
 
     // AUTO_REVERSE mode means, for Animation duration time, the actor starts from the beginning, passes the targetPosition,
     // and arrives at the beginning.
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
 
     application.SendNotification();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
@@ -12078,7 +12202,7 @@ int UtcDaliAnimationSetLoopingModeP3(void)
     finishCheck.CheckSignalReceived();
 
     // After all animation finished, arrives at the beginning.
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
     finishCheck.Reset();
   }
@@ -12118,13 +12242,13 @@ int UtcDaliAnimationSetLoopingModeP3(void)
     // Setting a negative speed factor is to play the animation in reverse.
     // So, when LoopingMode::AUTO_REVERSE and SetSpeedFactor( -1.0f ) is, for Animation duration time,
     // the actor starts from the targetPosition, passes the beginning, and arrives at the targetPosition.
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 0.0f, 0.0f, 0.0f ), TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 0.5f * 1000.0f )/* 100% time progress */ );
 
     application.SendNotification();
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
     application.SendNotification();
     application.Render( static_cast< unsigned int >( durationSeconds * 1.0f * 1000.0f ) + 1u /*just beyond the animation duration*/ );
@@ -12135,7 +12259,7 @@ int UtcDaliAnimationSetLoopingModeP3(void)
     finishCheck.CheckSignalReceived();
 
     // After all animation finished, arrives at the target.
-    DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
     finishCheck.Reset();
   }
@@ -12204,7 +12328,7 @@ int UtcDaliAnimationProgressSignalConnectionWithoutProgressMarkerP(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   tet_infoline( "Animation finished" );
-  DALI_TEST_EQUALS( actor.GetCurrentPosition(), targetPosition, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetCurrentProperty< Vector3 >( Actor::Property::POSITION ), targetPosition, TEST_LOCATION );
 
   END_TEST;
 }
@@ -12317,9 +12441,9 @@ int UtcDaliAnimationMultipleProgressSignalsP(void)
   END_TEST;
 }
 
-int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
+int UtcDaliAnimationMultipleProgressSignalsP2(void)
 {
-  tet_infoline( "Multiple animations with different progress markers" );
+  tet_infoline( "Multiple animations with different progress markers and big step time" );
 
   TestApplication application;
 
@@ -12331,8 +12455,7 @@ int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
   Animation animationBeta = Animation::New(0.0f);
 
   //Set duration
-  float durationSeconds(1.0f);
-  float delaySeconds(0.5f);
+  const float durationSeconds(1.0f);
   animationAlpha.SetDuration(durationSeconds);
   animationBeta.SetDuration(durationSeconds);
 
@@ -12350,8 +12473,124 @@ int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
   animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
   animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
 
-  tet_infoline( "AnimationAlpha Progress notification set to 30%" );
-  DevelAnimation::SetProgressNotification( animationAlpha, 0.3f );
+  tet_infoline( "AnimationAlpha Progress notification set to 1%" );
+  DevelAnimation::SetProgressNotification( animationAlpha, 0.01f );
+
+  tet_infoline( "AnimationBeta Progress notification set to 99%" );
+  DevelAnimation::SetProgressNotification( animationBeta, 0.99f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  // Start the animations unlimited looping
+  animationAlpha.SetLooping( true );
+  animationBeta.SetLooping( true );
+  animationAlpha.Play();
+  animationBeta.Play();
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*20.0f ); // 2% progress
+  application.SendNotification();
+  DALI_TEST_EQUALS( 0.02f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+  tet_infoline( "Animation at 2% - Alpha signals should be received, Beta should not." );
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.SendNotification();
+  application.Render(durationSeconds*960.0f ); // 98% progress
+  application.SendNotification();
+  tet_infoline( "Animation at 98% - No signal received" );
+  DALI_TEST_EQUALS( 0.98f, animationAlpha.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds*40.0f ); // 2% progress
+  application.SendNotification();
+  tet_infoline( "Animation loop once and now 2% - Alpha and Beta should receive signal" );
+  application.SendNotification();
+
+  DALI_TEST_EQUALS( 0.02f, animationBeta.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheckAlpha.CheckSignalReceived();
+  progressCheckBeta.CheckSignalReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  application.SendNotification();
+  application.Render(durationSeconds*980.0f ); // 100% progress
+  application.SendNotification();
+  tet_infoline( "Animation loop one more time. and now 100% - Beta should receive signal, Alhpa sholud not" );
+  application.SendNotification();
+
+  progressCheckAlpha.CheckSignalNotReceived();
+  progressCheckBeta.CheckSignalReceived();
+
+  tet_infoline( "Progress check reset" );
+  progressCheckAlpha.Reset();
+  progressCheckBeta.Reset();
+
+  animationAlpha.SetLooping( false );
+  animationBeta.SetLooping( false );
+
+  application.SendNotification();
+  application.Render(static_cast<unsigned int>(durationSeconds*2000.0f) + 1u/*just beyond the animation duration*/);
+  application.SendNotification();
+
+  // We did expect the animation to finish
+  tet_infoline( "Animation finished" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressSignalWithPlayAfterP(void)
+{
+  tet_infoline( "Multiple animations with different progress markers" );
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animationAlpha = Animation::New(0.0f);
+  Animation animationBeta = Animation::New(0.0f);
+
+  //Set duration
+  float durationSeconds(1.0f);
+  float delaySeconds(0.5f);
+  animationAlpha.SetDuration(durationSeconds);
+  animationBeta.SetDuration(durationSeconds);
+
+  bool progressSignalReceivedAlpha(false);
+  bool progressSignalReceivedBeta(false);
+
+  AnimationProgressCheck progressCheckAlpha(progressSignalReceivedAlpha, "animation:Alpha");
+  AnimationProgressCheck progressCheckBeta(progressSignalReceivedBeta, "animation:Beta" );
+
+  DevelAnimation::ProgressReachedSignal( animationAlpha ).Connect( &application, progressCheckAlpha );
+  DevelAnimation::ProgressReachedSignal( animationBeta ).Connect( &application, progressCheckBeta);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animationAlpha.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+  animationBeta.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "AnimationAlpha Progress notification set to 30%" );
+  DevelAnimation::SetProgressNotification( animationAlpha, 0.3f );
 
   tet_infoline( "AnimationBeta Progress notification set to ~0% (==Notify when delay is done)" );
   DevelAnimation::SetProgressNotification( animationBeta, Math::MACHINE_EPSILON_1 );
@@ -12441,11 +12680,11 @@ int UtcDaliAnimationProgressCallbackWithLoopingP(void)
   Animation animation = Animation::New(0.0f);
 
   //Set duration
-  float durationSeconds(1.0f);
+  const float durationSeconds(1.0f);
   animation.SetDuration(durationSeconds);
 
   // Set Looping Count
-  int loopCount( 4 );
+  const int loopCount( 4 );
   animation.SetLoopCount( loopCount );
 
   bool finishedSignalReceived(false);
@@ -12529,7 +12768,7 @@ int UtcDaliAnimationProgressCallbackWithLoopingP2(void)
   Animation animation = Animation::New(0.0f);
 
   //Set duration
-  float durationSeconds(1.0f);
+  const float durationSeconds(1.0f);
   animation.SetDuration(durationSeconds);
 
   // Set Looping Unlmited
@@ -12611,6 +12850,224 @@ int UtcDaliAnimationProgressCallbackWithLoopingP2(void)
   END_TEST;
 }
 
+int UtcDaliAnimationProgressCallbackNegativeSpeed(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  //Set speed negative
+  animation.SetSpeedFactor( -1.0f );
+
+  // Set Looping Unlmited
+  animation.SetLooping( true );
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress notification set to 50%" );
+  DevelAnimation::SetProgressNotification( animation, 0.5f );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  for(int count = 0; count < 4; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    tet_infoline( "Animation at 25%" );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.SendNotification();
+    tet_infoline( "Animation at 50%" );
+    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline( "Progress check reset" );
+    progressCheck.Reset();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+    tet_infoline( "Animation at 75%" );
+    application.SendNotification();
+
+    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+    tet_infoline( "Animation at 100%" );
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    finishCheck.CheckSignalNotReceived();
+    application.SendNotification();
+  }
+  finishCheck.CheckSignalNotReceived();
+
+  animation.Stop();
+  animation.SetLooping( false );
+  animation.SetLoopCount( 4 );
+  animation.Play();
+  application.Render(0u);
+  application.SendNotification();
+
+  for(int count = 0; count < 4; count++)
+  {
+    application.SendNotification();
+    application.Render(0); // start animation
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 25% progress
+    DALI_TEST_EQUALS( 0.75f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    tet_infoline( "Animation at 25%" );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.SendNotification();
+    application.Render(durationSeconds*0.25*1000.0f ); // 50% progress
+    application.SendNotification();
+    tet_infoline( "Animation at 50%" );
+    DALI_TEST_EQUALS( 0.5f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalReceived();
+
+    tet_infoline( "Progress check reset" );
+    progressCheck.Reset();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 75% progress
+    tet_infoline( "Animation at 75%" );
+    application.SendNotification();
+
+    DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+    progressCheck.CheckSignalNotReceived();
+
+    application.Render(durationSeconds*0.25*1000.0f ); // 100% progress
+    tet_infoline( "Animation at 100%" );
+    application.SendNotification();
+
+    //Nothing check at 100% progress. cause It can be both 100% and 0%.
+    application.SendNotification();
+  }
+  application.Render(10u);
+  application.SendNotification();
+  application.Render(0u);
+  application.SendNotification();
+
+  finishCheck.CheckSignalReceived();
+
+  END_TEST;
+}
+
+int UtcDaliAnimationProgressCallbackInvalidSignalN(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Build the animation
+  Animation animation = Animation::New(0.0f);
+
+  //Set duration
+  const float durationSeconds(1.0f);
+  animation.SetDuration(durationSeconds);
+
+  bool finishedSignalReceived(false);
+  bool progressSignalReceived(false);
+
+  AnimationFinishCheck finishCheck(finishedSignalReceived);
+  animation.FinishedSignal().Connect(&application, finishCheck);
+
+  AnimationProgressCheck progressCheck(progressSignalReceived);
+  DevelAnimation::ProgressReachedSignal( animation ).Connect( &application, progressCheck);
+  application.SendNotification();
+
+  Vector3 targetPosition(100.0f, 100.0f, 100.0f);
+  animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
+
+  tet_infoline( "Animation Progress PlayRange as 10% ~ 90%" );
+  animation.SetPlayRange( Vector2( 0.1f, 0.9f ) );
+
+  tet_infoline( "Animation Progress notification set to >90% that never can notificated" );
+  DevelAnimation::SetProgressNotification( animation, 0.9f + Math::MACHINE_EPSILON_1 );
+
+  application.SendNotification();
+  application.Render( );
+
+  progressCheck.CheckSignalNotReceived();
+
+  animation.Play();
+
+  application.SendNotification();
+  application.Render(0); // start animation
+  application.Render(durationSeconds*0.25*1000.0f ); // 35% progress
+  DALI_TEST_EQUALS( 0.35f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  tet_infoline( "Animation at 35%" );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.SendNotification();
+  application.Render(durationSeconds*0.25*1000.0f ); // 60% progress
+  application.SendNotification();
+  DALI_TEST_EQUALS( 0.6f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  tet_infoline( "Animation at 60%" );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(durationSeconds*0.25*1000.0f ); // 85% progress
+  tet_infoline( "Animation at 85%" );
+  application.SendNotification();
+  DALI_TEST_EQUALS( 0.85f, animation.GetCurrentProgress(), TEST_LOCATION );
+
+  progressCheck.CheckSignalNotReceived();
+
+  application.Render(durationSeconds*0.25*1000.0f ); // 90% progress
+  tet_infoline( "Animation over 90%" );
+  application.SendNotification();
+
+  // progress never signaled because playrange is 90%
+  progressCheck.CheckSignalNotReceived();
+
+  END_TEST;
+}
+
 int UtcDaliAnimationProgressCallbackLongDurationP(void)
 {
   TestApplication application;
@@ -12678,3 +13135,435 @@ int UtcDaliAnimationProgressCallbackLongDurationP(void)
 
   END_TEST;
 }
+
+int UtcDaliAnimationAnimateByInvalidParameters(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Create the animation
+  Animation animation = Animation::New(1.0f);
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable property (STRING)
+    animation.AnimateBy( Property( actor, Actor::Property::LAYOUT_DIRECTION ), Property::Value( "new direction" ) );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable property (MATRIX)
+    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Dali::Matrix() ), Property::ANIMATABLE );
+    animation.AnimateBy( Property( actor, index ), Property::Value( Property::MATRIX ) );
+  }, "Property type is not animatable" );
+
+  // AnimateBy
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (NONE)
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value() );
+  }, "Target value is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (STRING)
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value("foo") );
+  }, "Target value is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (VECTOR3, FLOAT)
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( 10.f ) );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (VECTOR3.A, VECTOR2)
+    animation.AnimateBy( Property( actor, Actor::Property::COLOR_ALPHA ), Property::Value( Property::VECTOR2 ) );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // negative duration
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) );
+  }, "Duration must be >=0" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateToInvalidParameters(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Create the animation
+  Animation animation = Animation::New(1.0f);
+
+  // AnimateTo
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable property (MAP)
+    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::MAP ), Property::ANIMATABLE );
+    animation.AnimateTo( Property( actor, index ), Property::Value( Property::MAP ) );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (NONE)
+    animation.AnimateTo( Property( actor, Actor::Property::CLIPPING_MODE ), Property::Value() );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (ARRAY)
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Property::ARRAY ) );
+  }, "Target value is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (RECTANGLE)
+    animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Property::Value( Rect<int32_t>() ) );
+  }, "Target value is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (FLOAT, INT)
+    animation.AnimateTo( Property( actor, Actor::Property::SCALE_Y ), Property::Value(10) );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (VECTOR3, VECTOR2)
+    animation.AnimateTo( Property( actor, Actor::Property::COLOR ), Property::Value( Property::VECTOR2 ) );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // negative duration
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Property::Value( Vector3(1,2,3) ), TimePeriod(-1) );
+  }, "Duration must be >=0" );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationAnimateBetweenInvalidParameters(void)
+{
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add(actor);
+
+  // Create the animation
+  Animation animation = Animation::New(1.0f);
+
+  // AnimateBetween
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable property (ARRAY)
+    Property::Index index = actor.RegisterProperty( "Foobar", Property::Value( Property::ARRAY ), Property::ANIMATABLE );
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value( Property::ARRAY ) );
+    animation.AnimateBetween( Property( actor, index ), keyframes );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (NONE)
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value() );
+    animation.AnimateBetween( Property( actor, Actor::Property::CLIPPING_MODE ), keyframes );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (EXTENTS)
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value( Property::EXTENTS ) ); // throws
+    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // non animateable target (RECTANGLE)
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value( Property::MAP ) ); // throws
+    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes );
+  }, "Property type is not animatable" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // not mathing properties (VECTOR2, VECTOR4)
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value( Vector4( 1, 2, 3, 4 ) ) );
+    animation.AnimateBetween( Property( actor, Actor::Property::MAXIMUM_SIZE ), keyframes );
+  }, "Property and target types don't match" );
+
+  DALI_TEST_ASSERTION(
+  {
+    // negative duration
+    KeyFrames keyframes = KeyFrames::New();
+    keyframes.Add( 0.5f, Property::Value(Vector3( 1, 2, 3 ) ) );
+    animation.AnimateBetween( Property( actor, Actor::Property::POSITION ), keyframes, TimePeriod(-1) );
+  }, "Duration must be >=0" );
+
+  END_TEST;
+}
+
+namespace // Purposefully left this in the middle as the values in this namespace are only used for the subsequent two test cases
+{
+enum TestFunction
+{
+  STOP,
+  CLEAR
+};
+
+void CheckPropertyValuesWhenCallingAnimationMethod( TestFunction functionToTest, const char * testName )
+{
+  tet_printf( "Testing %s\n", testName );
+
+  // When an Animation::Stop() or Animation::Clear() is called, the event-side property needs to be updated appropriately
+  // This test checks that that is being done
+
+  const float durationSeconds( 1.0f );
+  unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) );
+  const Vector3 originalPosition( Vector3::ZERO );
+  const Vector3 targetPosition( 10.0f, 10.0f, 10.0f );
+  const Vector3 halfWayToTarget( targetPosition * 0.5f );
+
+  struct ExpectedValue
+  {
+    Animation::EndAction endAction;
+    Vector3 expectedGetPropertyValue;
+  };
+
+  ExpectedValue expectedValueTable[] =
+  {
+   { Animation::Bake,      halfWayToTarget  }, // When baking, the current value is the final value.
+   { Animation::BakeFinal, targetPosition   }, // When BakeFinal, we should jump to the final value when clearing or stopping.
+   { Animation::Discard,   originalPosition }, // When discarding, we should jump back to the original value when clearing or stopping.
+  };
+  const auto expectedValueTableCount = sizeof( expectedValueTable ) / sizeof( ExpectedValue );
+
+  for( auto i = 0u; i < expectedValueTableCount; ++i  )
+  {
+    TestApplication application;
+
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetEndAction( expectedValueTable[ i ].endAction );
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render( halfAnimationDuration );
+
+    // Stop or Clear the animation early, both have the same effect
+    if( functionToTest == TestFunction::STOP )
+    {
+      animation.Stop();
+    }
+    else
+    {
+      animation.Clear();
+    }
+
+    // The event side property should be set the expected value immediately, the update side property will still only be halfway as we haven't run an update yet
+    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+
+    // After one frame, both values should match regardless of the End Action
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), expectedValueTable[ i ].expectedGetPropertyValue, VECTOR3_EPSILON, TEST_LOCATION );
+  }
+}
+} // unnamed namespace
+
+int UtcDaliAnimationStopPropertyValue(void)
+{
+  CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::STOP, "UtcDaliAnimationStopPropertyValue" );
+  END_TEST;
+}
+
+int UtcDaliAnimationClearPropertyValue(void)
+{
+  CheckPropertyValuesWhenCallingAnimationMethod( TestFunction::CLEAR, "UtcDaliAnimationStopPropertyValue" );
+  END_TEST;
+}
+
+int UtcDaliAnimationPausePropertyValue(void)
+{
+  const float durationSeconds( 1.0f );
+  unsigned int halfAnimationDuration( static_cast< unsigned int >( durationSeconds * 1000.0f * 0.5f ) );
+  const Vector3 originalPosition( Vector3::ZERO );
+  const Vector3 targetPosition( 10.0f, 10.0f, 10.0f );
+  const Vector3 halfWayToTarget( targetPosition * 0.5f );
+
+  Animation::EndAction endActions[] =
+  {
+   Animation::Bake,
+   Animation::BakeFinal,
+   Animation::Discard,
+  };
+  const auto endActionCount = sizeof( endActions ) / sizeof( endActions[0] );
+
+  // For all end actions, when pausing, we stay at the current value
+  for( auto i = 0u; i < endActionCount; ++i  )
+  {
+    TestApplication application;
+
+    Actor actor = Actor::New();
+    Stage::GetCurrent().Add(actor);
+
+    // Build the animation
+    Animation animation = Animation::New( durationSeconds );
+    animation.SetEndAction( endActions[ i ] );
+    animation.AnimateTo( Property( actor, Actor::Property::POSITION ), targetPosition, AlphaFunction::LINEAR );
+
+    // Start the animation
+    animation.Play();
+
+    application.SendNotification();
+    application.Render( halfAnimationDuration );
+
+    // Puase the animation early
+    animation.Pause();
+
+    // The event side property should be set the current value immediately, the update side property will still only be halfway
+    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+
+    // After one frame, both values should match regardless of the End Action
+    application.SendNotification();
+    application.Render();
+
+    DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+    DALI_TEST_EQUALS( actor.GetCurrentProperty( Actor::Property::POSITION ).Get< Vector3 >(), halfWayToTarget, VECTOR3_EPSILON, TEST_LOCATION );
+  }
+
+  END_TEST;
+}
+
+int UtcDaliAnimationPlayFromWithLoopCount(void)
+{
+  TestApplication application;
+
+  auto actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
+
+  auto animation = Animation::New( 1.0f );
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f );
+  animation.SetLoopCount( 2 );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 1001 );
+
+  // One loop completed
+
+  application.Render( 2005 );
+  application.SendNotification();
+
+  // 2 loops should have completed
+  DALI_TEST_EQUALS( animation.GetCurrentLoop(), 2u, TEST_LOCATION );
+
+  // Another render needs to occur after all the loops end
+  application.SendNotification();
+  application.Render( 1000 );
+
+  // Stop the animation and use PlayFrom, previously we got an Assert here
+  animation.Stop();
+  animation.PlayFrom( 0.5f );
+
+  application.SendNotification();
+  application.Render( 1000 );
+
+  DALI_TEST_EQUALS( animation.GetState(), Animation::PLAYING, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationCombineToAndByWithStop(void)
+{
+  tet_infoline( "Ensure the Y Position is not modified when animating the X position using AnimateTo and AnimateBy");
+
+  TestApplication application;
+
+  auto actor = Actor::New();
+  actor.SetPosition( 100.0f, 100.0f );
+  Stage::GetCurrent().Add( actor );
+
+  auto animation = Animation::New( 1.0f );
+  const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >();
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) );
+  animation.AnimateBy( Property( actor, Actor::Property::POSITION ), Vector3( -30.0f, 0.0f, 0.0f ), TimePeriod( 1.0f, 1.0f ) );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 500 );
+
+  application.SendNotification();
+  application.Render( 500 );
+
+  application.SendNotification();
+  application.Render( 500 );
+
+  // Stop and clear the animation using the current values
+  animation.Stop();
+  animation.Clear();
+
+  // Check the y position, it should be the same as before
+  DALI_TEST_EQUALS( actor.GetProperty( Actor::Property::POSITION_Y).Get< float >(), origY, TEST_LOCATION );
+
+  END_TEST;
+}
+
+int UtcDaliAnimationCountAndGetAnimationAt(void)
+{
+  tet_infoline( "UtcDaliAnimationCountAndGetAnimationAt");
+
+  TestApplication application;
+
+  auto actor = Actor::New();
+  actor.SetPosition( 100.0f, 100.0f );
+  Stage::GetCurrent().Add( actor );
+
+  auto animation = Animation::New( 1.0f );
+  const float origY = actor.GetProperty( Actor::Property::POSITION_Y ).Get< float >();
+  animation.AnimateTo( Property( actor, Actor::Property::POSITION ), Vector3( 150.0f, origY, 0.0f ), TimePeriod( 1.0f ) );
+  animation.Play();
+
+  application.SendNotification();
+  application.Render( 500 );
+
+  uint32_t animationCount = Dali::DevelAnimation::GetAnimationCount();
+  DALI_TEST_EQUALS( animationCount, 1, TEST_LOCATION );
+
+  DALI_TEST_CHECK( !Dali::DevelAnimation::GetAnimationAt( 5 ) );
+
+  Dali::Animation animationReturned = Dali::DevelAnimation::GetAnimationAt( 0 );
+  DALI_TEST_EQUALS( animationReturned.GetState(), Dali::Animation::State::PLAYING, TEST_LOCATION );
+
+  DALI_TEST_EQUALS( animation.GetDuration(), animationReturned.GetDuration(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetLoopCount(), animationReturned.GetLoopCount(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.IsLooping(), animationReturned.IsLooping(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetEndAction(), animationReturned.GetEndAction(), TEST_LOCATION );
+  DALI_TEST_EQUALS( animation.GetState(), animationReturned.GetState(), TEST_LOCATION );
+
+  // Stop and clear the animation using the current values
+  animation.Stop();
+  animation.Clear();
+
+  END_TEST;
+}