[games_access] Unity and screenreaders issue

Shawn@ShawnFlanagan.com Shawn at shawnflanagan.com
Fri Jan 26 16:05:15 MST 2018


You can vote for ideas on the Unity Feedback site.

There are numerous screen reader ideas already listed:
https://unity3d.com/search?refinement=feedback&gq=screen%20readers
Do we want to all focus our votes on a certain one of the ideas to see if
it gets Unity's attention?

On Fri, Jan 26, 2018 at 4:37 PM, Chad Elstad <chad at smartmarbles.com> wrote:

> Where can we submit a feature request for this? Is there a legitimate
> location?
> Thanks again,
> -Chad
>
> On Jan 26, 2018 4:16 PM, Thomas Westin <thomas at westin.nu> wrote:
>
> Yes, I’ve been nagging Unity at several occasions since around 2009 about
> this. So, maybe it is more than just priorities, I fear that attitudes may
> also be part of the problem. It it isn’t reasonable that one of the biggest
> game engines can’t fix this in 9 years. Or maybe I’ve been talking to the
> wrong people. And yes, CVAA may definitely help.
> I will nag Unity and the other engine devs at GDC (again)
> Best,
> Thomas
>
> On 25Jan 2018, at 11:42, Ian Hamilton <i_h at hotmail.com> wrote:
>
>
> They should hire Michelle 😊
>
> But I 100% agree that it needs to be in there at engine level, and enabled
> by default. Like how it is for developing natively on mobile, where UI
> element names are automatically exposed and picked up, meaning lots of
> games that are accidentally blind accessible. Requests from gamers are then
> more along the lines of "can you give a better label to this button please"
> rather than "can you make your game blind accessible please".
>
> The barrier really is priorities. I think there are two ways around that
> barrier;
>
> 1. The work, or at least an initial chunk of the work, is done outside of
> the usual backlogs. E.g. prototype built for hackathon, EA Sports style
> 2. Enough developers get behind the feature for it to justify taking the
> place of others on the backlog. In previous years this has been straight up
> impossible, but CVAA's requirement for blind accessible comms-related UIs
> may get more people onboard.
>
> Ian
>
> ------------------------------
> *From:* games_access <games_access-bounces at lists.igda.org> on behalf of
> Chad Elstad <chad at smartmarbles.com>
> *Sent:* 25 January 2018 00:30
> *To:* games_access at lists.igda.org
> *Subject:* [games_access] Unity and screenreaders issue
>
> All -
> How can we get any traction with the Unity developers to fix the issue
> that would allow screenreaders to work with Unity games without a plugin
> (which more or less just mimics them). My understanding of the issue is
> that Unity puts a layer above the games UI which prevents screenreaders
> from natively being able to read the UI elements.
> I completely respect and applaud the work Michelle at MetalPopGames has
> done with the Unity Accessibility Plugin. I am already planning to purchase
> it now that I'm pushing to make a game that is accessible based on a
> presentation I made last year.
> https://www.glitchcon.mn/project/reducing-player-barriers-with-accessible-
> design/
> This year, I want to walk the walk since last year I talked the talk. ;)
> Possibly present a how to implement instead of an academic: here's what it
> is and here are things we should do.
> I have posted in the Unity forums a couple of times on this topic, but
> nothing but crickets.
>
> Making the Unity IDE accessible is a different animal to tackle. But I
> wanted to acknowledge it as a need from the visuallly impaired community.
>
> Thanks in advance. Any help would be greatly appreciated.
> -Chad Elstad
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>
>
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