Accessibility

Players set these in your options menu; every interaction in the game follows them at once. Put an Interaction Accessibility Settings component in your first scene to set them without code (turn on Remember Player Choices to keep them between sessions), or set InteractionAccessibility from your own settings menu.

Setting What it does
Hold To Toggle Press once to start a hold and once more to stop, instead of keeping the button down.
Hold Time Scale Every hold takes longer or shorter (0.25 to 4).
Mash As Hold Objects that need rapid presses ask for a hold instead.
Double Tap As Press Objects that need a double tap take one press.
Prompt Scale Bigger prompts, captions, menus and markers (0.5 to 3).
Auto Interact Auto Interact Zones that allow it use objects without a button press.
Captions Captions for interaction sounds (needs an Interaction Captions component).
Rumble Gamepad rumble from interactions on or off.
Reduce Motion No camera shake, and camera close-ups cut instead of gliding.

Captions #

Add Interaction Captions to the scene. When the player turned captions on, every interaction sound shows a short caption ("[opens]", "[locked]"); write your own per sound on each object's Interaction Sounds (Captions list), for example "[heavy door creaks open]". Font, size, colours, how long they stay and how many at once are on the component; its On Caption event feeds your own subtitle UI. Audio logs show their own timed subtitles.

Themes for players #

Two theme presets are made for accessibility:

  • High Contrast: big bold white text on solid black, a thick yellow outline and hold ring, a large crosshair and a thick highlight outline.
  • Colourblind Safe: the Modern look in blue and orange, colours that every common kind of colour vision can tell apart. "Can't use" is always written as text too ("Locked"), never shown by colour alone.

Let players pick a theme in your options menu by setting InteractionTheme.Current.

Something unclear or wrong? Tell us · Get help