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Accessibility Toolkit — Colorblind, Subtitles, Input Remap preview
Unity

Accessibility Toolkit — Colorblind, Subtitles, Input Remap

By AkionGames

$45.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $45.99. The latest store price is $45.99, matching the lowest recorded price shown here.

Recorded prices for Accessibility Toolkit — Colorblind, Subtitles, Input Remap 2 price observations from Oct 5, 2026 to Nov 2, 2026. Lowest recorded price $45.99. Exact dates and prices are listed below. $0.00 $23.00 $45.99 Oct 5, 2026: $45.99. Unity First Price 2026-10-05 2026-10-05 Nov 2, 2026: $45.99. Latest store price Oct 5, 2026 Nov 2, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
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Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$45.99Latest store price
$45.99Unity First Price 2026-10-05 2026-10-05

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Accessibility Toolkit — Colorblind, Subtitles, Input Remap

  • Art & Visuals > UI & GUI
Accessibility features are increasingly a hard requirement rather than a nice-to-have. Console certification checklists ask for subtitle options, remappable controls and colour alternatives, and existing Unity solutions are scattered across separate plugins, most of them built on legacy Image Effects or the old Input Manager.

This package brings the eight systems studios actually get asked for into one maintained toolkit, built on the modern Unity stack.

Colour vision
Protanopia, deuteranopia and tritanopia — both simulation (a design and QA tool: see your HUD the way an affected player does) and correction (daltonization that pulls confusable colours apart). Implemented for Built-in, URP (Render Graph and compatibility) and HDRP from a single shared matrix, so all three look identical.

Subtitles and closed captions
Speaker names, a distinct style for non-speech sounds, directional arrows that point at off-screen audio, per-player size and background opacity, and a title-safe layout that respects notches and TV overscan. Caption an AudioSource with one component and no code.

Input remapping
Full rebinding on the new Input System with conflict detection across control schemes and action maps, three conflict policies, and overrides saved alongside the rest of the settings. A stale save from an older action asset is discarded rather than leaving a player with broken controls.

Text and contrast
Text scaling from 75% to 200% that never drifts from the authored size, semantic high-contrast palettes that reskin an entire UI without prefab edits, WCAG 2.1 contrast readouts in the inspector, and a reduce-motion switch for vestibular safety.

Screen reader narration
Speech through VoiceOver and TalkBack, or any backend you register. UI elements describe themselves — label, role, value, hint — and focus changes narrate automatically. Narration switches itself on when the operating system's screen reader is already running, because a blind player cannot read a menu to find the toggle that enables narration.

VR and AR comfort
Motion vignette, snap turning with a blink-fade hook, seated mode, dominant hand swapping, and head-locked panels that follow lazily instead of being strapped to the face. No XR package dependency — the components measure a transform, so they work with any rig.

Live language switching
String tables with per-locale columns, regional code fallback, and switching that updates captions already on screen rather than at the next line. Bridges to an existing localisation system through one interface.

Settings menu
Generated, not a locked binary prefab: ordinary uGUI you can restyle freely, gamepad-navigable, with console-friendly option cyclers instead of dropdowns — and already described for screen readers.

Also included
Setup wizard, a demo scene that works on all three pipelines out of the box, edit-mode test suite, and full source with no DLLs.

Imports clean
URP, HDRP and the Input System are each optional. Every module is behind an assembly define constraint, so the package drops into a bare Built-in project without a single console error and without a stub file to delete. Delete the folders you do not need and nothing else breaks.

What it takes to integrate
The modules differ in how much they ask of your project, so you can plan the work before you buy:
• Working as soon as the settings menu is generated — the menu itself, screen reader narration, and the VR comfort components. The colour filter needs one component, picked by your render pipeline.
• A component per element — text scaling and high contrast tag your existing UI with roles, subtitles need a view on a canvas, rebinding needs a row per action. This tier scales with the size of your UI, not with the complexity of your game.
• One change in your own code — reduce motion, and only that. The toolkit can turn the setting on, but only your code knows what counts as decorative motion: point a component at the offending behaviours, or read the flag where the motion starts.

The first tier is roughly half an hour's work. The second is usually an afternoon for a settings screen and a HUD. The full walkthrough, with the component names, is in the README.

Known limitations
Stated upfront so you can judge the fit before buying, not after:
• The colour filter runs as a camera effect, so UI on a Screen Space – Overlay canvas is not filtered — it never passes through the camera stack.
• Platform narration (VoiceOver, TalkBack) needs Unity 2023.1 or newer. Below that, and for desktop readers such as NVDA, JAWS and Narrator, you register a backend — the interface and a sample are included.
• Tritanopia correction can push saturated colours out of gamut; lower the filter strength if clipping shows.
• Language switching does not re-shape right-to-left scripts. RTL needs TMP shaping support beyond this package's scope.
• The subtitle direction arrows are Unicode triangles (U+25C0/25B6/25B2/25BC), which most fonts — TextMeshPro's default included — do not cover. The toolkit substitutes ASCII arrows rather than draw an empty box; supplying your own glyphs or sprites is one call.
• The VR comfort vignette is a canvas in front of the camera rather than a post-process — cheap and pipeline-independent, but it composites with UI drawn closer to the eye.

Unity price last checked .

Prices and availability may change.