The Unity Accessibility Plugin has been on the Asset Store for 10 months now – time to take a look at the numbers.
Sales and Updates
The plugin is performing well for what it is: A small niche product.
On average, about 4 people pick it up each month. Not all of these are paid, since I occasionally give out a free key, and the plugin was on sale at a reduced price for a while.
If you do the math you’ll see that no one is getting rich from it.
Of course that’s not stopping the occasional side remark:
“Why isn’t this free!?” (to which I quietly sigh and then move on)
I always had very realistic expectations about sales (remember my post: Is It Worth Doing?). In fact, I had only anticipated about 1 or 2 per month. So by my standards, the plugin is actually outperforming! And the sales I get allow me to spend some time each month on email support and on updating the plugin. Since release, I’ve updated the plugin three times and I’m about to release a fourth update.
This is exactly what I was hoping for and I’m really happy the plugin is doing this well!
Mac Support (and JAWS)
One of the biggest features I’ve added was support for voice out on a Mac. I am not a Mac user and feel uncomfortable using one, so I kept putting it off. It wasn’t until a friend needed it that I finally took a deep breath and jumped in. The code for it turned out to be surprisingly trivial. My friend also helped me test it, which made it a lot easier.
I know that JAWS support is still sorely missing from the plugin, and it’s in the works. But that is a whole other can of worms, for another day.
Here’s the link to my Road Map on Trello if you’re interested in what else is coming:
UAP Road Map
I saw in your documentation that you had no plans for it, but I would really love to see WebGL support. We’re using Unity to develop training games which have to be web based and 508 compliant.
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Actually, there isn’t much missing to make WebGL work, as long as you are ok with using a third party plugin for voice synthesis. I also recently refactored some of the code that initially made it not work in WebGL. Now I have to take another look and test if anything else is incompatible, but that’s it.
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