Accessibility Toolkit — Colorblind, Subtitles, Input Remap
AkionGames
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Eight accessibility systems behind one settings menu: colorblind filters for all three pipelines, directional subtitles, input remapping, text scaling, high contrast, narration and VR comfort.Accessibility features are increasingly a hard requirement rather than a nice-to-have. Console certification checklists ask for subtitle options, remappable controls and colour alternatives, and existing Unity solutions are scattered across separate plugins, most of them built on legacy Image Effects or the old Input Manager.This package brings the eight systems studios actually get asked for into one maintained toolkit, built on the modern Unity stack.Colour visionProtanopia, deuteranopia and tritanopia — both simulation (a design and QA tool: see your HUD the way an affected player does) and correction (daltonization that pulls confusable colours apart). Implemented for Built-in, URP (Render Graph and compatibility) and HDRP from a single shared matrix, so all three look identical.Subtitles and closed captionsSpeaker names, a distinct style for non-speech sounds, directional arrows that point at off-screen audio, per-player size and background opacity, and a title-safe layout that respects notches and TV overscan. Caption an AudioSource with one component and no code.Input remappingFull rebinding on the new Input System with conflict detection across control schemes and action maps, three conflict policies, and overrides saved alongside the rest of the settings. A stale save from an older action asset is discarded rather than leaving a player with broken controls.Text and contrastText scaling from 75% to 200% that never drifts from the authored size, semantic high-contrast palettes that reskin an entire UI without prefab edits, WCAG 2.1 contrast readouts in the inspector, and a reduce-motion switch for vestibular safety.Screen reader narrationSpeech through VoiceOver and TalkBack, or any backend you register. UI elements describe themselves — label, role, value, hint — and focus changes narrate automatically. Narration switches itself on when the operating system's screen reader is already running, because a blind player cannot read a menu to find the toggle that enables narration.VR and AR comfortMotion vignette, snap turning with a blink-fade hook, seated mode, dominant hand swapping, and head-locked panels that follow lazily instead of being strapped to the face. No XR package dependency — the components measure a transform, so they work with any rig.Live language switchingString tables with per-locale columns, regional code fallback, and switching that updates captions already on screen rather than at the next line. Bridges to an existing localisation system through one interface.Settings menuGenerated, not a locked binary prefab: ordinary uGUI you can restyle freely, gamepad-navigable, with console-friendly option cyclers instead of dropdowns — and already described for screen readers.Also includedSetup wizard, a demo scene that works on all three pipelines out of the box, edit-mode test suite, and full source with no DLLs.Imports cleanURP, HDRP and the Input System are each optional. Every module is behind an assembly define constraint, so the package drops into a bare Built-in project without a single console error and without a stub file to delete. Delete the folders you do not need and nothing else breaks.What it takes to integrateThe modules differ in how much they ask of your project, so you can plan the work before you buy:• Working as soon as the settings menu is generated — the menu itself, screen reader narration, and the VR comfort components. The colour filter needs one component, picked by your render pipeline.• A component per element — text scaling and high contrast tag your existing UI with roles, subtitles need a view on a canvas, rebinding needs a row per action. This tier scales with the size of your UI, not with the complexity of your game.• One change in your own code — reduce motion, and only that. The toolkit can turn the setting on, but only your code knows what counts as decorative motion: point a component at the offending behaviours, or read the flag where the motion starts.The first tier is roughly half an hour's work. The second is usually an afternoon for a settings screen and a HUD. The full walkthrough, with the component names, is in the README — readable before you buy at https://github.com/Glahan0/accessibility-toolkitKnown limitationsStated upfront so you can judge the fit before buying, not after:• The colour filter runs as a camera effect, so UI on a Screen Space – Overlay canvas is not filtered — it never passes through the camera stack.• Platform narration (VoiceOver, TalkBack) needs Unity 2023.1 or newer. Below that, and for desktop readers such as NVDA, JAWS and Narrator, you register a backend — the interface and a sample are included.• Tritanopia correction can push saturated colours out of gamut; lower the filter strength if clipping shows.• Language switching does not re-shape right-to-left scripts. RTL needs TMP shaping support beyond this package's scope.• The subtitle direction arrows are Unicode triangles (U+25C0/25B6/25B2/25BC), which most fonts — TextMeshPro's default included — do not cover. The toolkit substitutes ASCII arrows rather than draw an empty box; supplying your own glyphs or sprites is one call.• The VR comfort vignette is a canvas in front of the camera rather than a post-process — cheap and pipeline-independent, but it composites with UI drawn closer to the eye.RequirementsUnity 2022.3 LTS or newer. Verified on 2022.3.62f3 and 6000.3.4f1. TextMeshPro — bundled with com.unity.ugui on Unity 6, the separate com.unity.textmeshpro package on 2022 LTS. Import TMP Essential Resources once, from Window > TextMeshPro.Render pipelinesBuilt-in, URP 14+ and HDRP 14+. All three apply the same CPU-computed 3x3 matrix, so the filters cannot drift apart visually. Both URP paths are covered: compatibility mode on URP 14 and Render Graph on URP 17.Optional packages — none of them requiredcom.unity.inputsystem 1.7+ enables the input remapping module. com.unity.render-pipelines.universal 14+ enables the URP renderer feature. com.unity.render-pipelines.high-definition 14+ enables the HDRP custom pass. Each sits behind an assembly define constraint and is simply absent when its package is not installed — no errors, no stub files to delete. The only declared dependency is com.unity.ugui, so installing the toolkit never pulls a package into your project behind your back.What is includedFull C# source, no DLLs. Twelve assembly definitions, one per module, so unused folders can be deleted without breaking the rest. Setup wizard, settings menu generator, and a high-contrast palette inspector with live WCAG 2.1 contrast readouts including the 3:1 check for interface components. A demo scene that runs on all three render pipelines out of the box. 69 edit-mode tests covering the colour matrices, WCAG contrast, binding conflicts, speech scheduling, VR comfort maths, localisation fallbacks and state serialisation. Documentation: integration guide, colour filter deep dive and test plan, in English and Turkish.PlatformsPlayer builds verified on Windows x64, Android and WebGL. Plain C# and uGUI throughout; the only platform-specific code is the optional screen reader backend, which is behind an interface.PersistenceSettings serialise to JSON through a storage interface. Two backends ship: PlayerPrefs (default, WebGL-safe) and an atomic JSON file writer. Console projects can register their own save system with a single call.




