Improving Accessibility in Unity Games – Part 1

Take your games to the next level with support for a range of accessibility options. Help deal with subtitles, color blindness, audio controls and more! By Mark Placzek.

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Audio Puzzle Considerations

In this tutorial, you created closed captions and added further detail to indicate the direction and distance of the sound. Additionally, you tinkered with Unity's Audio Mixer to see how you can bring more important sounds to the foreground.

The final puzzle in Puzzley Dungeon relies on hearing the notes of the tiles. This is an example of a puzzle that would be a considerable problem for someone with hearing impairment. You solved this issue using the closed captions, but there are several alternative design changes that you could have used to remedy this.

For example, you could change the notations carved on the wall into numbers. Alternatively, you could have your player match symbols on the gems with symbols on the tiles.

There's more than one way to design for disability. Find the one that doesn't feel out of place or break the immersion of the game. Sometimes, you may just need to get creative.

Where to Go From Here?

Congratulations on completing Part 1 of this two-part tutorial!

You can download the completed Part 1 project using the Download Materials button at the top or bottom of this tutorial.

In this part, you worked through improvements concerning sight and hearing impairment. You took the game's subtitles to the next level with adjustable sizes, fonts, and closed captions. You also addressed complications regarding color and sound in the puzzles and boosted your audio with independent control of different sound FX.

In Part 2 of this series, you'll learn about further improvements for players with motor- and cognitive disabilities. You'll learn about adjusting keybindings, control sensitivity and keyboard navigation. You'll also implement a clue system and other quality-of-life changes.

If you have any questions or comments, please leave them below. See you in Part 2!

Mark Placzek

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