Unity Accessibility Plugin – Update 15 – Version 1.0 Released

Finally, a little more than a year after its inception, the Unity Accessibility Plugin is now live in the Unity Asset Store!

Three dark lower-case letters u, a and p. The a and p are shaped to resemble eyes or glasses.

The plugin now also has an official logo!

Check it out over here: UAP on the Asset Store

The last few weeks I mainly worked on finishing the documentation, cleaning up the code and creating a tutorial video.
I want to give a huge thanks to my beta testers who helped out a lot and found a few important bugs!

Initial Release: Android and iOS

UAP 1.0 officially supports iOS and Android. With that version out now, I want to focus on supporting Windows and Mac next. The released version actually already contains Windows support, but because it’s lacking in a few places I decided not to advertise that.

Development Roadmap

There are a number of things that didn’t make it into this initial release apart from Mac and Windows support. I have been using a Trello board for the past 5 months to track my work on the plugin, and to build a wishlist of nice-to-have features I want to put in eventually.
It’s a public board, so if you want to take a look at where things are going, here it is:
UAP Roadmap on Trello


6 thoughts on “Unity Accessibility Plugin – Update 15 – Version 1.0 Released

  1. Jang Hee I says:

    Hello Michelle, Thank you for developing an amazing asset! We were planning to develop a braille literacy game for blind and visually impaired children to learn alphabet and we are sure your asset would be very useful. By the way, do you have any current limitations that might prevent us from further developing the game? Is there any to-do list on your development? Is it an open source?


    • Hi Jang Hee!
      Yes, there is an official public road map for the plugin, which you can find here:

      The plugin doesn’t explicitly support braille output. It is using VoiceOver announcements (UIAccessibilityPostNotification) and I have never tested whether these get sent to a braille keyboard as well. I don’t have a braille keyboard that I could connect to my device either, unfortunately. But I think it would be a great extension of the plugin. If you are interested in maybe collaborating on this, please let me know!


  2. Bega says:

    I am wondering, is it possible to use this new locators in my Appium or any other UI automation tool? What i am thinking: install Plugin, build apk, install on mobile device and perform UI automation.


    • Hi Bega,
      with the current implementation, unfortunately no. The plugin doesn’t expose the information about the UI to the operating system itself. Instead it is basically an entire screen reader implemented inside Unity. For UI automation and automated testing to work, Unity would need to connect directly with the low level APIs of each operating system. It’s not impossible, but it cannot properly be done from a third party plugin. This is something that Unity would have to include in their engine.


  3. Gruntti says:

    HI! This sounds great, this plugin!! We might find it useful, if it shuts down the actual TalkBack on Android. Usually in Unity the Talkback messes up the touch response.

    So, is it possible to use it only for disabling the Talkback when the game starts? (we have our own audio user interface)


    • Hi Gruntti,
      unfortunately the answer is no.
      Android does not allow any app to enable or disable TalkBack, or even pause it for that matter. The function simply isn’t exposed in the API.
      My best guess is that this is to protect users from apps or engines that would otherwise blanket disable TalkBack for compatibility reasons.
      In my opinion, a better solution would be to allow apps to set a flag to directly receive touch input, even with TalkBack enabled (this is what iOS does) – but currently this isn’t something that Android supports.


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