# 1. Accessibility Mindset and the Module Part of [[Accessibility]]. Next: [[2. Colorblind-Safe Palettes]]. ## 1.1 Design rules for this course - **Do not convey state by color alone.** Team color, damage type, and "poisoned" need a shape, icon, or text as well as a hue (Level 8). - **Text must scale** (subtitles, prompts, HUD numbers) and remain in the layout ([[Localization]] fonts belong here too). - **Motion is optional.** Camera shake, motion blur, bob, and a fullscreen flash have an off switch. - **Every action is remappable.** Recap [[3. Runtime Rebinding]]; do not ship a second hard-coded "Press E" ([[Context-Sensitive Prompts and Onboarding]]). - **In-game settings always exist.** System APIs are a bonus on the platforms that have them. ## 1.2 The official Accessibility module Enabled by default (enable it in Package Manager if it is not). Official 6000.5 intro: - Talks to **native screen readers** (TalkBack, VoiceOver, Narrator, macOS VoiceOver) and to **system settings** (large text, closed captions) on supported platforms. - You **create** an `AccessibilityHierarchy` of `AccessibilityNode`s; the module does **not** infer it from the scene or from UI Toolkit automatically. `AssistiveSupport` holds the active hierarchy. - Play Mode tool: **Window > Accessibility > Accessibility Hierarchy Viewer**. - Behavior depends on OS version and screen reader - **test on the target device**. A full screen-reader implementation is more than this series' four assigned topics; part 6 points at the official types and stops short of invented node-setup code. Do not skip palettes, subtitles, motion, and remaps because a screen-reader sample looks more "advanced." ## 1.3 Exercise Audit one HUD (health, team tint, a prompt, a hit flash). Write four rows: color-only failure, unreadable subtitle, shake that cannot be turned off, hard-coded key. You will close those rows in parts 2-5. ## Sources - Accessibility module intro (6000.5): https://docs.unity.com/en-us/engine/6000.5/manual/accessibility/module-intro