This is a modified version of the official Godot GUI accessibility demo.
I created as a companion to my blog post comparing various game accessibility guidelines Investigating the Godot GUI accessibility demo.
The original demo demonstrates basic UI accessibility features and custom accessible nodes. This version investigates:
- Detecting OS-level accessibility settings - high contrast, dark mode, reduced animation, reduced transparency
- High contrast theme switching — detects and responds to Windows contrast theme settings
- Focus navigation — an example of sequential vs directional navigation
- Accessible headings — makes section labels discoverable to screen readers
- TTS narration — basic text-to-speech for UI focus changes when no screen reader is running
- Custom control narration — demonstrates narrating internal state changes via signals
My modifications were made based a combination of these accessibility resources:
- Xbox Accessibility Guidelines (XAGs)
- Accessible Games Initiative (AGI) tags
- Game Accessibility Guidelines
- Microsoft Accessibility Feature Tags
This is proof-of-concept code written while learning Godot and exploring its accessibility APIs.
hcm_theme.tres is a rough approximation of the Windows 10 High Contrast #1 theme and is for demo purposes only.
Language: GDScript
Renderer: Compatibility
Open project.godot in Godot 4.6+ and run the main scene.
This is a demo of UI accessibility in Godot.
Demo shows basic UI accessibility features and making custom nodes accessible.
Language: GDScript
Renderer: Compatibility
