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Skill · Version 1.0.0

Accessible Unity game interfaces

Makes Unity menus and HUDs usable with the intended devices, languages and accessibility settings. Coordinates focus and input blocking while presenting authoritative gameplay values clearly.

unity-gameplay-ui-accessibility

Agents using this skill

See how it helps

When is it useful?

Use it when controller navigation, pause menus or translated HUD content block essential actions or feedback.

What does it help you do?

  • Binds HUD presentation to authoritative gameplay values.
  • Coordinates controller focus, action maps and modal input blocking.
  • Checks safe areas, long translations and non-color-only feedback.

Try asking this

Build a Unity pause menu for keyboard and controller with English, Hungarian and German labels. Restore focus after closing a settings panel, prevent attacks while the menu is open and test long text on a narrow layout. Health warnings must remain understandable without color alone.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

Gameplay UI and Accessible Controls

Inspect the project's uGUI/UI Toolkit stack, input modules, event system, target devices and localization. Keep its established framework; choose a different one only for a concrete unmet requirement.

  • Bind HUD presentation to authoritative gameplay state. Subscribe/unsubscribe with screen lifetime and update only changed values; do not make health, inventory or cooldown rules depend on a visual widget.
  • Define focus ownership across mouse, keyboard and controller. Set a useful first selection, prevent navigation into hidden/disabled controls and restore focus after closing dialogs or nested menus.
  • Coordinate action maps and pointer/cursor state with pause and menus. Prevent gameplay firing behind a modal, and keep Cancel/Pause reachable even when rebinding or a device disconnects.
  • Verify reference scaling, anchors/layout rules and safe areas at intended aspect ratios. Test long localized text, missing glyph fallback and text size changes without hiding critical controls.
  • Communicate essential state through more than color alone; pair audio cues with appropriate visual feedback. Offer relevant motion, subtitle and remapping controls without claiming compliance from a static screenshot.
  • Profile frequent HUD changes separately from static content. With uGUI, investigate Canvas rebuilds and layout churn; with UI Toolkit, inspect the installed runtime's supported profiling tools.

Verify a complete controller-only menu path, pause/resume, dialog focus return, device switching, resolution/safe-area changes and representative localized strings. Check HUD values against actual game state.

Reference: Unity UI systems. The source's sample tooling is not a dependency of this skill.

Included files 2

  • LICENSE.txt
  • SKILL.md