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Unity cross platform application11/20/2023 You don't know anyone who's faced issues yet. > - I don't know of any business doing general purpose commercial applications that has faced any issues with that. There's similar results at the US federal level. See: ĮU: According to the first google result, by Septemall websites and mobile apps must be accessible to everyone, have a public accessibility policy, provide a feedback mechanism for users to report inaccessible content and provide a link to the enforcement procedure:Ĭalifornia (govt): As of July 2019 all websites made by the state of california must be accessible. And you can tweak the screen reader output the same way you would a website. Electron gives you basic out-of-the-box crossplatform support for accessibility, just like chrome. > - Using Electron does not give you accessibility in any way. With something like godot, you might have to rewrite the entire GUI to get accessibility working properly. And if you find you need to add proper accessibility to a web or native app, you can. Screen readers can still (badly) work on web sites that haven't been made with accessibility in mind. > - Almost no one does accessibility properly in web apps. Maybe what the community needs is a real-world application which would benefit from these accessibility features to help drive adoption and development. Because for as many applications that wouldn't benefit from this approach, there are as many that would. If anything we need to keep doing this and revisiting it over and again and keep improving it, testing it, giving feedback, contributing. And it's obvious that people in the community care and are both asking for it and working on it. Here's what I think is the current tracking ticket: Īccessibility isn't a feature of Godot.yet, but it's obviously something that's important for mainstream adoption of serious software, especially non-audio-visual experience software. Their stance has evolved dramatically over time, but they appear to be putting real effort into improving the situation. It's an active topic, spanning multiple tickets over years. I went checking and found a long history of discussion about accessibility in Godot's GUI toolkit (because the Godot editor is built in the Godot engine). One nit to pick Electron is just HTML/CSS/JS and accessibility can be as good or bad as any other website.Īs for the rest, I'm frustrated because you're partially right but also kinda defeatist and that makes me sad. Of course, this applies not just to Godot, but to any GUI tool which doesn't implement accessibility properly (including those that theoretically work on the web, but use canvas instead of DOM rendering). This might sound very harsh, but it's important to get this right early, as one bad decision here is usually irreversible. This is even true about internal tools, as there are laws mandating accessibility of the tools used at the workplace, and you never know when a blind person gets hired for a job they theoretically should be able to perform. If you choose Godot, you will need to rewrite the whole thing from the ground, which might kill your business, or risk fines and litigation, which might also kill your business. If you choose Electron, WX or even QT, some minor tweaks will usually be enough to make it right. Even if you don't really focus on accessibility at this point, you always want to keep your options open, in case the law forces you to. There are some laws mandating accessibility, and more laws are being passed, for example in the EU. Some people think blind people bring too little profit to care, but this is wrong for one single reason. Godot doesn't display native widgets, so it has no support for accessibility, for example to screen readers and blind users. If you want to use this in a business, either for an internal tool or for an application you sell, this is a horrible idea.
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