

Specifically for WebGL content the ability/tool in the Unity Editor to better allow the Unity content and the browser to communicate back and forth.

It would be very nice to get accessibility tools in the Unity Editor that work for all platforms, and importantly in my case, WebGL. I am figuring with the interactive elements exposed as HTML and CSS I am more able to make those compliant by their being exposed to the browser. I've been slowly piecemealing together a setup where basic HTML buttons overlay my Unity WebGL content and I use Javascript to send messages/functions into the Unity player. Unity WebGL builds are a bit of a black-box to the browser, and the accessibility tests that are run on thse Unity WebGL pages are failing. Everyone is very happy with the capability we now have with this, but we have to be accessibility compliant and I've struggled for a few months now trying to figure out a system for this. The prototypes I've been presenting to my work group are Unity WebGL builds. I've looked at Pla圜anvas, pure Javascript engines and I'm always coming back to what I know which is Unity. NASA's older web games were Flash based, but this is not viable any longer. As these websites and games will be hosted on government websites I am held to 508 Compliant standards, which is simply a federal standard for accessibility very similar to WCAG 2.0 Compliance. Oh this is awesome! I work for NASA in the Office of STEM Engagement and I've been tasked with creating web interactives and web games to help teach STEM principles. Of all the accessibility changes I can think of, it would benefit the broadest number of Unity users. That said, I'm all for the ability to adjust the font size.
#Teaching ready maker and unity to kids code#
It'll also be a headache for devs who need to support older Unity versions, since they may need to maintain two different code bases for IMGUI and UIElements. At some point, maybe some version of Unity can support font size changes and just accept that some older custom editors may be broken until they're updated to handle different font sizes. Newer Unity versions are switching to a new GUI system, UIElements, but this won't help the many editors that were written in the older GUI system. But best practices aren't always followed. Custom editor programmers are supposed to use utility functions like EditorGUIUtility.singleLineHeight instead of hard-coding, say, 16 pixels high. The original GUI system didn't enforce scalability, so many custom editors - and I wouldn't be surprised if even a few built-in editors - position things on a pixel basis under the assumption that the font size will not change. Unfortunately, font size is a difficult thing to change. Click to expand.Especially as 4K monitors become more prevalent.
