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Inspiring
November 20, 2013

Accessibility in VR

I've taken an interest in making sure that developers have easy ways to make their VR experiences more accessible, especially given that a push for "immersion" may mean players will be forced to bring their disabilities with them into a virtual reality.

Wikipedia states that 7.5%-11% of the population have some form of red-green colorblindness (which makes up 95% of all those affected by any form of color-blindness).

So, here is a colorblindness simulator for use in your Unity projects.
(.unitypackage)

To use, simply drop the SimulateColorBlindness script onto your camera(s) and configure a key you'd like to use for cycling through the many variants of colorblindness at runtime. I recommend running the game while in the Editor (as opposed to from a built executable) so that you can see the console message indicating which colorblindness mode you're looking at.

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In the future, I hope to post more "helpers" of some kind, but please feel free to post here to point developers in the direction of other helpful tools.

    3 replies

    Inspiring
    November 23, 2013
    Thanks for posting this.

    It's always good to have your games be accessible as possible.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    Up and Coming
    November 23, 2013
    reposting this from redd, might give some ideas


    Backer "Have faith." -Palmer Luckey
    New Participant
    December 26, 2013
    (making my 3rd post so I can start a new topic, but I'm actually interested in an ongoing discussion in this area)

    For people who have been working with the rift for awhile, is there anything vr or rift specific, or just becomes more prominent? Thinking strobe induced seizures might be an even bigger issue, but as it's not something I've done specific research on, I'm not sure.