Re: make unity 3d accessible

2018-03-10 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: make unity 3d accessible

em... @frastlin why do you want html5 support  do you want compile to HTML5? na.For web games, preferrable use a _javascript_ game engine.

URL: http://forum.audiogames.net/viewtopic.php?pid=355216#p355216





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2018-03-10 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

I believe you can create prefabs in unity with this script:https://answers.unity.com/questions/863 … -to-a.htmlThe problem with monogame is they don't have HTML5 support yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=355135#p355135





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2018-03-09 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: make unity 3d accessible

@francipvb monogame is a very well framework that works fine. If you love c# and code isn't your problem, you can use it without problem, and have interesting results.A little problem with monogame, is its component tool (to manage resources) in old versions was 100% accessible, but in the current releases it has some small issues, but any significant.@Ethin hmm what did you mean with that? that make menus or windows with monogame is hard and you've to code the same thing various times, or is  easy make abstract and reusable code with monogame.So, with monogame isn't hard make a abstract and dinamic class, that build a menu with some default widgets, only reading a text config file 

URL: http://forum.audiogames.net/viewtopic.php?pid=355118#p355118





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2018-03-07 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: make unity 3d accessible

I like MonoGame. Could never figure out how to do things like menus and things without it doing what I code it to do a billion times.

URL: http://forum.audiogames.net/viewtopic.php?pid=354859#p354859





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2018-03-07 Thread AudioGames . net Forum — Developers room : francipvb via Audiogames-reflector


  


Re: make unity 3d accessible

Hello,What about Monogame?It is maintained and supports a lot of platforms (including android, ps4 and IOS), plus it has a content importer for the project. The only bad thing is that you'll code the entire game.Cheers,

URL: http://forum.audiogames.net/viewtopic.php?pid=354836#p354836





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2018-03-06 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: make unity 3d accessible

@60, maybe. Do you have a few billion dollars just laying round for anyone to pick up and spend? I'm sure Unity would do something if we did that. 

URL: http://forum.audiogames.net/viewtopic.php?pid=354703#p354703





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2018-03-05 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: make unity 3d accessible

Might they do something if they were offered a big bag of money? I don't know where we would find a big enough bag of money to motivate a company for whom the status quo seems to be acceptable, but when in Capitapolis...

URL: http://forum.audiogames.net/viewtopic.php?pid=354652#p354652





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2018-03-05 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: make unity 3d accessible

@StarTrekCafe, contacting Unity about accessibility isn't going to do shit. It's not worth your time. They won't listen to you.

URL: http://forum.audiogames.net/viewtopic.php?pid=354650#p354650





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2018-03-05 Thread AudioGames . net Forum — Developers room : StarTrekCafe via Audiogames-reflector


  


Re: make unity 3d accessible

hi. well who to contact at unity? do they have a accessibility dept. we are just a small community. so, could make it more acessible, like the tree view does not read at all in jaws / nvda, and got the unity 2017.3 personal engine. doing a certificate iv gaming and digital media and nvda only reads the start screen. wish there was a keyboard hot key to turn this off, once you get to new, or projects, or open, the menus do work, and visual studio works okay with unity, and also not sure about the scripting engine, if accessible, get to it, and the scenes. so who do i contact at unity that will listen to us and yes could be made accessible for screen reader users. their a ui plugin for $80, and not even sure that will make unity game engine accessible with screen readers. so who to contact. did contact the developers a few months back, said they were in the process of making it more accessible, but was not a high prioeirty. looks like the only way to get this made accessible and also the unreal game engine accessible, have not looked at that yet, then well littergation, like the muscle of the nfb or acb to get change and to get unity and unreal or epic games to make their game engines accessible. also is the toonboom animation software accessible with jaws, or other screen readers. thanks.

URL: http://forum.audiogames.net/viewtopic.php?pid=354649#p354649





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2018-03-03 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: make unity 3d accessible

nyanchan has a very valid point. The scripting isn't the problem, per see. In fact, it's kinda pointless -- making that accessible -- because we have visual studio for that. Thing is, unlike coding a game the hard way manually and all that like you'd do in Python or BGT, you *can't* make a game with scripts alone in Unity. That's why they're called 'scripts', not 'games'. So, really, Frastlin's suggestion wouldn't help much. The problem here is that I doubt there'll ever be a day when Unity ever becomes accessible. You could try with other game engines (Visual Studio's Gaming with C++ workload comes to mind because you can develop DirectX 12 games with it, which you can then port to Xbox if you want to with very little difficulty) but unless we all stop using antiquated tools like BGT to make games, and instead rely on tools which are still actively maintained and widely used by the sited community, the chance of an audio game ever being up to the standard of a sited gamer is literally nil. Plus, if you want your sited friends to play your games your going to have to deal with graphics anyway .

URL: http://forum.audiogames.net/viewtopic.php?pid=354469#p354469





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2018-03-03 Thread AudioGames . net Forum — Developers room : nyanchan via Audiogames-reflector


  


Re: make unity 3d accessible

When it comes to actually developing games with unity, simply making the scripting part accessible is not enough as I tried developing one with a friend of mine. For example, if you want to make a bullet and have multiple of them scattered around, you have to make the bullet a prefab. This can't be done without dragging and dropping. Although it is theoretically possible to make multiple bullets by creating a game object and attaching your bullet script every time one is launched, that eventually ruins one of the strongest points that the game engine offers and perhaps it starts completely pointless to use Unity. Cross platform? Python or Electron already exist, speaking of Audiogame development. I admit that it'd be super great if we could use Unity though.

URL: http://forum.audiogames.net/viewtopic.php?pid=354454#p354454





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2018-03-03 Thread AudioGames . net Forum — Developers room : nyanchan via Audiogames-reflector


  


Re: make unity 3d accessible

When it comes to actually developing games with unity, simply making the scripting part accessible is not enough as I tried developing one with a friend of mine. For example, if you want to make a bullet and have multiple of them scattered around, you have to make the bullet a prefab. This can't be done without dragging and dropping. Although it is theoretically possible to make multiple bullets by creating a game object and attaching your bullet script every time one is launched, but that eventually ruins one of the strongest point that the game engine offers and perhaps it starts completely pointless to use Unity. Cross platform? Python or Electron already exist, speaking of Audiogame development. I admit that it'd be super great if we could use Unity though.

URL: http://forum.audiogames.net/viewtopic.php?pid=354454#p354454





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2018-03-03 Thread AudioGames . net Forum — Developers room : Orin via Audiogames-reflector


  


Re: make unity 3d accessible

Hmm. This is a great start, but unity is supposed to make things easier for developers. It sounds to me like I'd get more out of Python and/or _javascript_, what with us having to do things the hard way as of now.

URL: http://forum.audiogames.net/viewtopic.php?pid=354429#p354429





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-06-19 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

I am not sure.My brother is not here, so I can't ask him until the beginning of July and I have never gone to that point. Google may help before then though.Perhaps open an issue on the Github and mikrima will answer.That is awesome though that you have been able to create something! I would love to see it!Thanks,

URL: http://forum.audiogames.net/viewtopic.php?pid=316117#p316117





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-06-19 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: make unity 3d accessible

@Frastlin, do you know how to build the aplication to test it outside unity?When i press ctrl+b (or go to file/build) appear some inaccessible window. You know, or some tip what i have to do to compyle the test?Yea, I can try it using eyes of somebody, but that isn't the idea. I wanna to compile myself to build releases to beta testers or something different.by the way, currently I don't have some playable, only a few experiments with the sound and controls 

URL: http://forum.audiogames.net/viewtopic.php?pid=316109#p316109





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-21 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: make unity 3d accessible

ok, thanks . lets try something using a splash window :V

URL: http://forum.audiogames.net/viewtopic.php?pid=312150#p312150





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-21 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

Remember that Unity is meant to be used with the editor. This means that things are going to be a little funky.I don't know the answer to what scene objects are attached to. But I am guessing that it will be main scene. If you want to create new scenes and attach objects to them, see my above posts. Scene manager creates scenes. But scenes are meant for sighted users to more structure their code, although we can use them to manage objects. Unity won't stop you from doing what ever you want, you just may not know anyone else doing what you are doing.Just look at the scene attribute of an object to see what it is attached to.Using the main method as a scene manager sounds perfect! That is what I would do as well.

URL: http://forum.audiogames.net/viewtopic.php?pid=312086#p312086





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-21 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: make unity 3d accessible

thanks @Frastlin for all the tips!Well, a other small question. The gameObject created at main function, are automatically added to the mainScene? or after create it, I have add to main Scene manually.I know that throug sceneManajer i Have functions like getCurrentActiveScene, loadScene or someting similar, but my doubt is... If for example I wanna create a scene with their gameObjects, for a menu, and when the menu ends with their actions, How to I can create (throug code ofcourse) other scene, for the new set of gameObjects for the game itself... And ofcourse, if I want I can re create the menu when I want return to it.I have a Small idea, trying to using the main method like  a scene manajer but... IF you have some ideas, is better ear them first ^ ^ ¡thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=312007#p312007





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-18 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

Remember, you are not accessing the main loop at all. you are just accessing scenes, objects and components. Unity makes it so you just need to make objects and say how those objects react with one another. There is no real manager except for sceneManager and main.

URL: http://forum.audiogames.net/viewtopic.php?pid=311569#p311569





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-18 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

yes, you can manage scenes through:using SceneManager;at the top of your script and then anywhere you have anything to do with the scenes, you can do it.Read the documentation on MonoBehaviour which is the parent of ExampleScript. The game object that ExampleScript is attached to is called obj and is in the main function:var obj = new GameObject("Test Object");This is a new game object named "Test Object" that is refferenced in this function by the variable obj.I don't think obj is attached to any scene, but there is a method you can use to read if obj is attached to any scene. I think the line:[RuntimeInitializeOnLoadMethod]is what allows GameObject to be initialized without a scene. But to play, you are opening mainScene.unity, so that may make obj attached to mainScene because that script is attached to mainScene.To move a game object, you use:MoveGameObjectToSceneI'll let you know 
 if I find anything else.

URL: http://forum.audiogames.net/viewtopic.php?pid=311568#p311568





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-18 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: make unity 3d accessible

Hello @Frastling, thanks. And yep, it give me some tips to proceed. But... The example script is a component. ok. But ¿what is the gameobject that is the parent of the exampleScript?I Know that i can create more gameObjects in the main method, and create more scriptClass to assign to this new gameObjects, but. ¡Can I manage scenes from the eexapleScript?Thanks 

URL: http://forum.audiogames.net/viewtopic.php?pid=311559#p311559





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-17 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

@mikrima Can you give your feedback on this?This is Unity’s structure:scene / game object / componentScene:https://docs.unity3d.com/ScriptReferenc … Scene.htmlScene manager:https://docs.unity3d.com/ScriptReferenc … nager.htmlScene is a self-contained collection of GameObjects. Use scene to move between levels or switch between main menu and the play screen. Scenes are really good at creating and destroying all their objects.You use the scene manager to create, load and do everything with scenes.GameObject:https://docs.unity3d.com/ScriptReferenc … bject.htmlGameObjects are the core of the game. Everything that is an object should be a game object. This includes chickens, swords and the inventory menu. Game objects belong to scenes and are swapped out when the scene is swapped out. Game objects can have children and be duplicated really easy.Components:https://docs.unity3d.com/ScriptReference/Component.htmlOr MonoBehaviour, the generic component class:https://docs.unity3d.com/ScriptReferenc … viour.htmlComponents can be anything that is not a Game Object or a scene. The ExampleScript is a component. You don’t make instances of the component class, instead you make instances of other classes like MonoBehaviour or AudioSource. Components are any class you attach to a game object.Components do one thing, so MonoBehaviour is considered the generic component class.Unity higherarky:SceneGame objectComponentGame objects and their components are what you will deal with mostly.Hope this makes things a little clearer.

URL: http://forum.audiogames.net/viewtopic.php?pid=311462#p311462





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-17 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: make unity 3d accessible

Hello again @Frastling.A Small question. In the template, the example script, in the main method is ataqhed to a GameObject created at runtime in the same main method. But, in the editor, that main method is atached to something else? Or is atached directly to the scene.In the majority of tutorials, the c# scripts are attached directly to gameObjects from the editor, but in the case of our template, our  main entry point of coding is attached to what?I ask this, for look how I have to think when i want more than one scene. like a menu, and the play window, etc.

URL: http://forum.audiogames.net/viewtopic.php?pid=311441#p311441





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-12 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

Done, you need to go to assets, create, C# file, type the name and hit enter twice. then VS will open and your sln file will be created. but I just pushed the sln file I made, so have fun! let me know if you have trouble.

URL: http://forum.audiogames.net/viewtopic.php?pid=310724#p310724





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-12 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: make unity 3d accessible

Hello @frastlin,Yes, supposedly you can click something inside unity, after open the project.this is a ... old documentation, but you can do something similar to generate the sln.https://docs.unity3d.com/Manual/VisualS … ation.htmlCurrently I don't have ani eye near to try this, but if you got that works, the result is a .sln file in one of projects folder  If you get something, please upload it. ¡thanks!

URL: http://forum.audiogames.net/viewtopic.php?pid=310715#p310715





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-12 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

sorry, I don't use visual studio. I write everything by hand. The base template I made this off of had VS stuff in it, but I have changed everything around from there.Is this something a sighted person can click and generate? I have VS on my computer, but don't use it.

URL: http://forum.audiogames.net/viewtopic.php?pid=310583#p310583





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-11 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: make unity 3d accessible

Hello @Frastlin Well, I achieve the template working, but Now, I have other problem.How to generate the solution file to open correctly the project in visual studio?Currently, I can open the scripts (cs) files in visual studio, but opening directly the code you don't have any of the tools that vs provides to help your life. specially intelliscense.can you upload to the git template the createdsolution file? I know that you can generate that file to after open with visual from directly from the unity  Thanks for all!

URL: http://forum.audiogames.net/viewtopic.php?pid=310577#p310577





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-05 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: make unity 3d accessible

of course, if I can do something playable, y tell to you to try it For now, I'm not planing nothing special, but for start, something training exercises will be good with unity. To familiarice with the engine, know concepts, and of course, try to see witchthings really you can do without the support of the editor.Thanks. cloning the repo.

URL: http://forum.audiogames.net/viewtopic.php?pid=309795#p309795





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-05 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

sanslash, let me know if you have any questions. The githup page has most of what you need. Please try this, C# is not my main language and game development is not my focus at this time, so neither of which give me much time to work on this setup. It needs a little more refining before new developers can feel comfortable using unity. Please let me know your thoughts and I really want to see what you can create. Who knows, you may be the first blind developer to create a game in Unity!

URL: http://forum.audiogames.net/viewtopic.php?pid=309749#p309749





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2017-05-05 Thread AudioGames . net Forum — Developers room : sanslash332 via Audiogames-reflector


  


Re: make unity 3d accessible

Micrima, Franstlin, thanks to you for having done this  great project.I'm a small debeloper, and my strong languaje is presisely c#. One of the engines that I want to try a lot of time back, is unity, but because it's accesibility was impossible until today.For now, I have to install unity and config all of the debelopment tools that i have to use to start to try the script and template, but for now, thanks to both of you of this great job.Micrina, in you blog, you post something about this? It will be very great if you post any information about this template or a post about tips for blind people that want to use unity, like your update post about UAP.Well, for now, thanks for all 

URL: http://forum.audiogames.net/viewtopic.php?pid=309724#p309724





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-09 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Updated the project to properly play a sound effect when play mode is entered and when it is left again. The sound might be a little loud, let me know and I'll tune it down.By the way: All three sound effects in there are public domain licensed, so there are no legal issues using them.

URL: http://forum.audiogames.net/viewtopic.php?pid=289020#p289020





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-08 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

[[wow]]... I have attempted to duplicate screen reader functionality and it is not easy!Yes, I mean when you press ctrl+p to play and stop play mode. NVDA will speak the first time, but not any times after.Do you just send say commands to the screen reader and that is how you communicate with the screen reader? If so, you can just add an element to the page with a role="status" and update it any time you wish something new to be sent to the screen reader. There is also mespeak.js that is a screen reader in _javascript_.ESpeak is a very lightweight screen reader that is free. you could bundle it, but most people think it sounds a little harsh.

URL: http://forum.audiogames.net/viewtopic.php?pid=288918#p288918





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-06 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Done, there is now an sound playing when the console logs an error. It is also played when the user tries to enter game mode and there are still compile errors.I would still like to make a keyboard shortcut that could be used to read the current errors from the console out to the user.I also tried reproducing the error that you mentioned, by removing the closing bracket after audiosource play.But it didn't happen for me. The log file updated and the error sound played as well. Can you confirm that this is still happening?

URL: http://forum.audiogames.net/viewtopic.php?pid=288607#p288607





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-05 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

That sounds perfect. Could it just be an error system sound? If that is not cross platform, I can find a random sound to place in the screen reader's folder.

URL: http://forum.audiogames.net/viewtopic.php?pid=288456#p288456





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-05 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Yes, a sound would be better. And maybe a keyboard shortcut that could read out the current errors on command? So that the user doesn't have to search for the log file at all, just listen to the current errors on demand. It would also solve the problem of missing some vital information, such as the filename, since it can be repeated.What do you think?Do you have a sound in mind? It could either be a pre-recorded voice message or a sound effect.

URL: http://forum.audiogames.net/viewtopic.php?pid=288453#p288453





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-04 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

I tried your updates to the debug and I think a sound would be better. NVDA doesn't get the focus instantly sometimes and so if there i is an error, it doesn't read.But something stranger is happening. Make:            audioSource.Play(;and run it. The debug file does not update.

URL: http://forum.audiogames.net/viewtopic.php?pid=288253#p288253





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-04 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

Doesn't instantiate clone objects like this?Is there a place where one can speak with developers of Unity? Because that seems like a question they would know. There has to be code that tells what is being selected, or there would be no way for the keyboard to navigate through the different items.Perhaps post what you just said about the inspector on theUnity Forumand that can be the first thing that is made accessible once we get enough votes.Am I not mistaken that every object in Unity is named? If that is the case then it would be a matter of sticking a say command in the render function.

URL: http://forum.audiogames.net/viewtopic.php?pid=288251#p288251





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-03 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Yeah, I actually know that code. I think I should have written that while it is possible to create prefabs via script of course, I haven't found a GOOD way to create them without the Inspector. When you create a game object and add one or more components to it, these component scripts often have public variables. A component that would move an object could for example expose a variable for the movement speed. Every variable that is marked as public in the script is displayed in the Inspector, so that game designers can very comfortably change the parameters - without having to touch the code.Once the designer has attached all the components he wants and set all variables to sensible values, he can save this GameObject setup. That is then called a prefab.At runtime, instead of creating a GameObject via script from scratch, attaching all components again an
 d setting all values yet again, a script can simply instantiate an instance of said prefab. One line of code and Unity will create a GameObject with all the components as they were setup. This even includes children - prefabs can be quite complex.Prefabs can for example be used for menu screens, with all buttons and labels etc already set up.They can be used for enemies in a game, where the prefab will contain the character graphics, links to sound files, the AI scripts, a weapon object and whatnot.There are about a million more examples - prefabs make game creation simply a LOT easier. But without access to the Inspector, it's really hard to set any values on any of these variables.It's a little frustrating too, because Unity already has wonderfully functioning keyboard navigation for the Inspector. I can use the arrow keys to go through all the exposed variables and all the components on a game objects. I can see that the Editor highlights
  the current selected variables for me. But it doesn't forward this information to a screen reader. It's so close to being accessible, but then falls short.I tried looking in the Unity code to find any way to retrieve what item in the inspector is currently being highlighted, so I could write code that sends that information to NVDA - but no luck.

URL: http://forum.audiogames.net/viewtopic.php?pid=288190#p288190





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-03 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

Your explanations really help and seem clear to me.I don't know the difference between a simple object and a prefab, but does this forum post help?http://answers.unity3d.com/questions/86 … -to-a.html

URL: http://forum.audiogames.net/viewtopic.php?pid=288175#p288175





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-03 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Great, thanks for the invite. I just pushed the updates. Give them a try when you get the chance.I have to admit that I had to look up the rules to Go Fish again, because it's been such a long time.It's definitely a fun game. But it also a multiplayer game, so you will have to either deal with network code or create a simple AI for it.Anyway, to your questions:I have been told repeatedly that I have very limited skills in explaining things, so I apologize in advance.1. GameObjects: Yes, definitely use individual game objects for each card. If the goal is to later add things like graphics or animation, you will need that separation of them being their own individual entities. When you make your card class, you need to derive from MonoBehaviour, like all components, and then add that component to your GameObject.2. Components: Components are C# scripts that are linked to a game object. A game object is really nothing more than 
 an empty entity that sits around in space and does almost nothing other than having a position, rotation and scale. But you can attach scripts to it that give it more functionality. It's where practically ALL the functionality comes from. Scripts attached to a game object are called components. Game Objects can have multiple components attached to them - and usually they do. The scripts need to be derived from MonoBehaviour - that will cause the default functions, like Start and Update etc, to be called.3. Children: The scene in Unity is hierarchical. That means game objects in the scene can have sub object attached to them. Those are also game objects, with their own components attached. But because their are children of another object, they are tied to their position. Simply put: If I put a piece of paper in my pocket and then walk into my yard, the piece of paper will also be moved into the yard. It didn't move on it's own, and it didn't change its rela
 tive position to me (in other words, it is still in my pocket). But it goes where I go.This has a lot of very helpful consequences for the graphics of a game. For example: One can make a game object and place it in the top half of the screen. Then you add a few children to it. One is a text on the screen, and there are two images of stars that are positioned just right and left of the text. If all of these are children have the same parent game object, then you can animate and move that parent game object around the screen and the text and the stars will move along with. They won't change position relative to each other - the stars will always stay on the sides of the text.Other than graphics, using children comes with other conveniences. If you delete the parent game object, all children will also be deleted. That is VERY comfortable. Also, if you hide the parent, all the children will become invisible too. Very convenient if you want to disable your gameplay
  to bring up something like a pause menu. If a game object is inactive, or hidden, then the script components that are attached to it will no longer be updated. Sounds will no longer play, game logic will stop, animations will halt and so on. It's a very effective pause mechanism.For your Go Fish game, I'd recommend putting the game logic script on a game object, and then creating all the cards as children underneath it.4. Events: Unity is both very event based and not very event based at all. You have your standard functions that every component (aka MonoBehaviour) comes with, such as Awake, OnEnable, OnDisable, Start, Update, OnDestroy and such. But you can also register yourself as a listener for all kinds of events.  You can also very easily create your own callbacks functions and have other scripts register with you to become listeners to that event. And then there is the option of sending an event message through the hierarchy of your scene, which m
 eans every component (aka script deriving from MonoBehaviour) that implements a function names like that event will get called. I know that there are probably close to a million tutorials for Unity out there, but I don't think I've come across one yet that doesn't use the Editor.Personally, I think prefabs are the most powerful feature in Unity, aside from the general principle of using components for everything. And I haven't yet figured out how to create them without the Inspector - which is sadly completely inaccessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=288154#p288154





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-03 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Great, thanks for the invite. I just pushed the updates. Give them a try when you get the chance.I have to admit that I had to look up the rules to Go Fish again, because it's been such a long time.It's definitely a fun game. But it also a multiplayer game, so you will have to either deal with network code or create a simple AI for it.Anyway, to your questions:I have been told repeatedly that I have very limited skills in explaining things, so I apologize in advance.1. GameObjects: Yes, definitely use individual game objects for each card. If the goal is to later add things like graphics or animation, you will need that separation of them being their own individual entities. When you make your card class, you need to derive from MonoBehaviour, like all components, and then add that component to your GameObject.2. Components: Components are C# scripts that are linked to a game object. A game object is really nothing more than 
 an empty entity that sits around in space and does almost nothing other than having a position, rotation and scale. But you can attach scripts to it that give it more functionality. It's where practically ALL the functionality comes from. Scripts attached to a game object are called components. Game Objects can have multiple components attached to them - and usually they do. The scripts need to be derived from MonoBehaviour - that will cause the default functions, like Start and Update etc, to be called.3. Children: The scene in Unity is hierarchical. That means game objects in the scene can have sub object attached to them. Those are also game objects, with their own components attached. But because their are children of another object, they are tied to their position. Simply put: If I put a piece of paper in my pocket and then walk into my yard, the piece of paper will also be moved into the yard. It didn't move on it's own, and it didn't change its rela
 tive position to me (in other words, it is still in my pocket). But it goes where I go.This has a lot of very helpful consequences for the graphics of a game. For example: One can make a game object and place it in the top half of the screen. Then you add a few children to it. One is a text on the screen, and there are two images of stars that are positioned just right and left of the text. If all of these are children have the same parent game object, then you can animate and move that parent game object around the screen and the text and the stars will move along with. They won't change position relative to each other - the stars will always stay on the sides of the text.Other than graphics, using children comes with other conveniences. If you delete the parent game object, all children will also be deleted. That is VERY comfortable. Also, if you hide the parent, all the children will become invisible too. Very convenient if you want to disable your gameplay
  to bring up something like a pause menu.For your Go Fish game, I'd recommend putting the game logic script on a game object, and then creating all the cards as children underneath it.4. Events: Unity is both very event based and not very event based at all. You have your standard functions that every component (aka MonoBehaviour) comes with, such as Awake, OnEnable, OnDisable, Start, Update, OnDestroy and such. But you can also register yourself as a listener for all kinds of events.  You can also very easily create your own callbacks functions and have other scripts register with you to become listeners to that event. And then there is the option of sending an event message through the hierarchy of your scene, which means every component (aka script deriving from MonoBehaviour) that implements a function names like that event will get called. I know that there are probably close to a million tutorials for Unity out there, but I don't think I'
 ;ve come across one yet that doesn't use the Editor.Personally, I think prefabs are the most powerful feature in Unity, aside from the general principle of using components for everything. And I haven't yet figured out how to create them without the Inspector - which is sadly completely inaccessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=288154#p288154





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-03 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Great, thanks for the invite. I just pushed the updates. Give them a try when you get the chance.I have to admit that I had to look up the rules to Go Fish again, because it's been such a long time.It's definitely a fun game. But it also a multiplayer game, so you will have to either deal with network code or create a simple AI for it.Anyway, to your questions:I have been told repeatedly that I have very limited skills in explaining things, so I apologize in advance.1. GameObjects: Yes, definitely use individual game objects for each card. If the goal is to later add things like graphics or animation, you will need that separation of them being their own individual entities. When you make your card class, you need to derive from MonoBehaviour, like all components, and then add that component to your GameObject.2. Components: Components are C# scripts that are linked to a game object. A game object is really nothing more than 
 an empty entity that sits around in space and does almost nothing other than having a position, rotation and scale. But you can attach scripts to it that give it more functionality. It's where practically ALL the functionality comes from. Scripts attached to a game object are called components. Game Objects can have multiple components attached to them - and usually they do. The scripts need to be derived from MonoBehaviour - that will cause the default functions, like Start and Update etc, to be called.3. Children: The scene in Unity is hierarchical. That means game objects in the scene can have sub object attached to them. Those are also game objects, with their own components attached. But because their are children of another object, they are tied to their position. Simply put: If I put a piece of paper in my pocket and then walk into my yard, the piece of paper will also be moved into the yard. It didn't move on it's own, and it didn't change its rela
 tive position to me (in other words, it is still in my pocket). But it goes where I go.This has a lot of very helpful consequences for the graphics of a game. For example: One can make a game object and place it in the top half of the screen. Then you add a few children to it. One is a text on the screen, and there are two images of stars that are positioned just right and left of the text. If all of these are children of the same parent game object, then you can animate and move that parent game object around the screen and the text and the stars will move along with. They won't change position relative to each other - the stars will always stay on the sides of the text.Other than graphics, using children comes with other conveniences. If you delete the parent game object, all children will also be deleted. That is VERY comfortable. Also, if you hide the parent, all the children will become invisible too. Very convenient if you want to disable your gameplay t
 o bring up something like a pause menu.For your Go Fish game, I'd recommend putting the game logic script on a game object, and then creating all the cards as children underneath it.4. Events: Unity is both very event based and not very event based at all. You have your standard functions that every component (aka MonoBehaviour) comes with, such as Awake, OnEnable, OnDisable, Start, Update, OnDestroy and such. But you can also register yourself as a listener for all kinds of events.  You can also very easily create your own callbacks functions and have other scripts register with you to become listeners to that event. And then there is the option of sending an event message through the hierarchy of your scene, which means every component (aka script deriving from MonoBehaviour) that implements a function names like that event will get called. I know that there are probably close to a million tutorials for Unity out there, but I don't think I'v
 e come across one yet that doesn't use the Editor.Personally, I think prefabs are the most powerful feature in Unity, aside from the general principle of using components for everything. And I haven't yet figured out how to create them without the Inspector - which is sadly completely inaccessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=288154#p288154





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-03 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Great, thanks for the invite. I just pushed the updates. Give them a try when you get the chance.I have to admit that I had to look up the rules to Go Fish again, because it's been such a long time.It's definitely a fun game. But it also a multiplayer game, so you will have to either deal with network code or create a simple AI for it.Anyway, to your questions:I have been told repeatedly that I have very limited skills in explaining things, so I apologize in advance.1. GameObjects: Yes, definitely use individual game objects for each card. If the goal is to later add things like graphics or animation, you will need that separation of them being their own individual entities. When you make your card class, you need to derive from MonoBehaviour, like all components, and then add that component to your GameObject.2. Components: Components are C# scripts that are linked to a game object. A game object is really nothing more than 
 an empty entity that sits around in space and does almost nothing other than having a position, rotation and scale. But you can attach scripts to it that give it more functionality. It's where practically ALL the functionality comes from. Scripts attached to a game object are called components. Game Objects can have multiple components attached to them - and usually they do. The scripts need to be derived from MonoBehaviour - that will cause the default functions, like Start and Update etc, to be called.3. Children: The scene in Unity is hierarchical. That means game objects in the scene can have sub object attached to them. Those are also game objects, with their own components attached. But because their are children of another object, they are tied to their position. Simply put: If I put a piece of paper in my pocket and then walk into my yard, the piece of paper will also be moved into the yard. It didn't move on it's own, and it didn't change its rela
 tive position to me (in other words, it is still in my pocket). But it goes where I go.This has a lot of very helpful consequences for the graphics of a game. For example: One can make a game object and place it in the top half of the screen. Then you add a few children to it. One is a text on the screen, and there are two images that are positioned just right and left of the text. If all of these are children of the same parent game object, then you can animate and move that parent game object around the screen and the text and the stars will move along with. They won't change position relative to each other - the stars will always stay on the sides of the text.Other than graphics, using children comes with other conveniences. If you delete the parent game object, all children will also be deleted. That is VERY comfortable. Also, if you hide the parent, all the children will become invisible too. Very convenient if you want to disable your gameplay to bring u
 p something like a pause menu.For your Go Fish game, I'd recommend putting the game logic script on a game object, and then creating all the cards as children underneath it.4. Events: Unity is both very event based and not very event based at all. You have your standard functions that every component (aka MonoBehaviour) comes with, such as Awake, OnEnable, OnDisable, Start, Update, OnDestroy and such. But you can also register yourself as a listener for all kinds of events.  You can also very easily create your own callbacks functions and have other scripts register with you to become listeners to that event. And then there is the option of sending an event message through the hierarchy of your scene, which means every component (aka script deriving from MonoBehaviour) that implements a function names like that event will get called. I know that there are probably close to a million tutorials for Unity out there, but I don't think I've come ac
 ross one yet that doesn't use the Editor.Personally, I think prefabs are the most powerful feature in Unity, aside from the general principle of using components for everything. And I haven't yet figured out how to create them without the Inspector - which is sadly completely inaccessible.

URL: http://forum.audiogames.net/viewtopic.php?pid=288154#p288154





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-03 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

That is awesome!I would love to try this!I would have the option to read or not as some people may just want the debug log to be in the folder.I am worried though that if the debug message is spoken by the screen reader, the user isn't going to be able to pick up the exact location on first listen. Perhaps if it said the problem first, then the line number, it would be easier. But I often times arrow through the debug logs so I can get the details. I need to try it first though.Eventually there should be a library that one can use that will speak using a screen reader on any OS, but this is totally a start!It will be a lot faster developing knowing when there are errors rather than waiting for the script to start.I sent you the collaborator invite, so you can push all these awesome updates!I think what I should do next is actually make a simple game in Unity and test all these things.What I was thinking is a simple Go Fis
 h game that uses recorded speech rather than a screen reader so it can be eventually tested on every platform. I would also like everything to easily have graphics added in as I believe that will be the eventual use of Unity for blind developers. (Have the blind person write most of the game logic and sound and a sighted person add in any animation and graphics)The first questions I have are:1. For the cards and deck, should I be using instances of GameObject for everything? Can I make a class Card that inherits from GameObject and then make 52 Card objects?2. are Components just object attributes for game objects? If I have a value attribute in my Card class, should it be a Component object? When does one use a Component vs just making attributes and methods in the object's class?3. What exactly are children in Unity? I think of parents and children when I think of classes (like the Card class being a child of the GameObject class), but I don't thi
 nk that is what Unity is calling children. Are components made children or is a whole object made a child?4. How event based is Unity? Should I be only triggering events through a tree and adding and removing items from that tree based on different events? (this is kind of what children look like...)Do you happen to know of any introduction to Unity that only uses code, not the inspector and GUI?If not, that is what I eventually would like to create.

URL: http://forum.audiogames.net/viewtopic.php?pid=288136#p288136





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-03 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Hi frastlin,Yes, I'd love to join the project.I also added something that will monitor the console and speak up when there is a compile error, reading out the name of the script and the error message itself. The code also monitors any attempt to enter Play Mode. If the game cannot be started, because there are compile errors, it will read out a message. That way the user isn't left in silence, wondering what is happening.This currently only works with NVDA and uses Microsoft SAPI as a backup. I couldn't get Tolk to work with Unity properly yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=288108#p288108





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-03 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Hi frastlin,Yes, is love to join the project.I also added something that will monitor the console and speak up when there is a compile error, reading out the name of the script and the error message itself. The code also monitors any attempt to enter Play Mode. If the game cannot be started, because there are compile errors, it will read out a message. That way the user isn't left in silence, wondering what is happening.This currently only works with NVDA and uses Microsoft SAPI as a backup. I couldn't get Tolk to work with Unity properly yet.

URL: http://forum.audiogames.net/viewtopic.php?pid=288108#p288108





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-03 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

Victorious, the template that is up on github has a script that will output all the stack trace and debug errors to a text file located where ever you wish.mikrima [[wow]]! It is so awesome that you are helping with this, it is exactly what is needed. If you want, I can add you to the project so you don't need to send me PR requests.I think a line can be added to the debug script to play a System Soundwhen there is a bug.Step 2 is to get out of the project selection screen. The project selection screen is completely inaccessible, so the instructions are to tell if one is in the project selection screen. There is a better way to describe it though.

URL: http://forum.audiogames.net/viewtopic.php?pid=288093#p288093





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-02 Thread AudioGames . net Forum — Developers room : Victorious via Audiogames-reflector


  


Re: make unity 3d accessible

@frastlin: you do need some basic level of accessibility support, such as being able to read the console.

URL: http://forum.audiogames.net/viewtopic.php?pid=288064#p288064





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-02 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Yes, PM is incoming soon.I'll work the camera in there, no problem, and add extra commentary to the debug line.I am fiddling with the instructions a little. With the change in the debugger script, step 4 of the installation instructions becomes optional. This is a good thing. The less steps are required, the better. Just less intimidating that way for those new to the whole thing.The second step of the "Running Unity" instructions talks about a system window that might come up when opening the main scene. I am not sure what this is, I don't recall this happening.This is just nit picking on a high level though!On a more technical note: Unity actually compiles the source code every time you change it and then switch back to the Editor window. It doesn't just do this when you press ctrl P. If you do press it however, Unity will wait for the compilation to finish before actually starting the game.If there are any compile e
 rrors, they will end up in the console, so we gotta find a way to make this known to the user. If there are any compilation errors, Unity will not allow game mode to be started. There is no audio notification about this, only a text rendered in the 3D viewport, telling you to please fix the compile errors first.Another bit of extra information is that everything that is inside the Resource folder will be packed up into the build when Unity creates the final build. This is important because Unity cannot check whether you are actually using all of the files in there or not. During development, lots of assets, from textures to sound files and music, are added to the project and then replaced. But the files are not always deleted. This can severely clutter up your build. It also makes the resulting build really large.The usual way to make sure that things that are not needed don't end up in the build is to put sounds and graphics in a different folder. And then use pr
 efabs in the resource folder that reference them. However, I have been playing around with this for a day now and cannot find a way to create proper prefabs without using the visual Editor.Also I just realized that I didn't mention this earlier - I am sighted. I'm Michelle from icodelikeagirl.com, the one that's trying to build a plugin to make games created with Unity work with VoiceOver and TalkBack. I found this thread from the comment that you left under one of my blog posts.

URL: http://forum.audiogames.net/viewtopic.php?pid=288035#p288035





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-02 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

frastlin, would you be ok if I cleaned up the scene and maybe the scripts a little and send it to you for review?Here is my version of a cleaned up ExampleScript.cs (I also added a few extra comments)using UnityEngine;
using System.Collections;

//This is an example script that is attached to an object in the MainScene in the unity editor after the Play mode is entered.
// See the function called "Main" near the end of the file for further explanation.
public class ExampleScript : MonoBehaviour
{
// This is a reference to an audio player to play sound files
AudioSource audioSource = null; 

// The following method is called as soon as this component is created, but before the Start function.
void Awake()
{
// Debug.Log is like Console.WriteLine, but will print to the Unity console as there is no regular console by default.
Debug.Log("Hello world!");

// Load the sound file
var sound = Resources.Load("Sounds/Death");

// Add an audio player component to this game object and save a reference
audioSource = gameObject.AddComponent();

// Tell the audio player which sound file to play
audioSource.clip = sound;
}

// This method is called after Awake, but before the first Update.
void Start()
{
// Nothing to do here in this example script
}

// The Update method is called every frame.
void Update()
{
// Check whether the space key was pressed this frame
if (Input.GetKeyDown(KeyCode.Space))
{
// Since the space key was pressed, tell the audio player to play the sound that was assigned to it
audioSource.Play();
}
}
}


class ProjectMain
{
// The following method is called automatically as soon as game mode is entered.
// It will create a new empty game object and attach an instance of the example script component to it
[RuntimeInitializeOnLoadMethod]
public static void Main()
{
// Create a new game object with the name "Test Object"
var obj = new GameObject("Test Object");

// Add the Example Script component to it.
// This will trigger the function Awake, OnEnable, Start and Update to be called to that script.
obj.AddComponent();
}
}

URL: http://forum.audiogames.net/viewtopic.php?pid=287993#p287993





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-02 Thread AudioGames . net Forum — Developers room : Victorious via Audiogames-reflector


  


Re: make unity 3d accessible

Are the unity developers bothering to implement this at all? I don't see this getting far without their cooperation.

URL: http://forum.audiogames.net/viewtopic.php?pid=287970#p287970





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-12-01 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Hi frastlin,that's very cool, thank you for the template. I just downloaded it and gave it a try. Would you be ok if I gave you a bit of feedback?At least on my computer, the default save location for the log file is access protected if Unity is not run in administrator mode. This might not be an issue for everyone, but I could imagine that it could throw off some users.Also, the log file belongs to a project, you wouldn't want it to mix with log files from other Unity projects.My suggestion would be to use the project's data path as a default.The file would be created in the Assets folder of the project. This is both easy to find, and you won't be getting an access denied error. It would also be a good default for any new project.To set the path to that, you could simply add the following line right in the beginning of the constructor of MyDebugger:LogPath = Application.dataP
 ath + "/Unity_Logfile.txt";The most important issue is that the main scene has errors. The sample app doesn't run properly and throws an error.This is due to some broken game objects in the scene. There is one object that is called "Missing Prefab" which has nothing on it. Then there are two objects with blank names. One of these has a missing script and a camera on it. The other has a sprite renderer with a missing sprite and another missing script.In addition to the blank object containing a camera, there is also another camera object in the scene. Neither of the two cameras has the main camera tag. The one with the blank name is also disabled. Because of that, the script ExampleScript.cs crashes in line 26, when it tries to access the main camera.Lastly, I wrote a quick and dirty Unity plugin that uses NVDA to read out the items in the scene hierarchy. I tried to use Tolk, but it wouldn't recognize NVDA, and t
 he Jaws API isn't Unity friendly enough, because it is 32 Bit. Maybe that is something worth integrating into your template project?

URL: http://forum.audiogames.net/viewtopic.php?pid=287921#p287921





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-11-30 Thread AudioGames . net Forum — Developers room : mikrima via Audiogames-reflector


  


Re: make unity 3d accessible

Hi everyone, I would like to join the discussion on this.I just gave the issue a few of my votes on the Unity Feedback site. I thought the list Frastlin compiled was excellent.My attempt to use Unity with NVDA was pretty short lived. The console, the inspector and the hierarchy windows all stay completely quiet for me. Without access to these major parts, Unity is of course pretty limited.Is this an NVDA only thing? What screen readers are you all using?

URL: http://forum.audiogames.net/viewtopic.php?pid=287826#p287826





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-11-19 Thread AudioGames . net Forum — Developers room : Victorious via Audiogames-reflector


  


Re: make unity 3d accessible

I'd be very interested to hear how he manages that.

URL: http://forum.audiogames.net/viewtopic.php?pid=286358#p286358





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2016-11-15 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

Hello,Unity has added an accessibility option for their account creation, so now one can go add votes to this issue.I posted on there about how it is possible to do code development almost 100% without any editor while still having access to Unity as a library and a collaboration tool.Apparently there is a blind developer who has managed to get Unity working, so we'll see if he answers me on how to setup the project. I'll also ask around to see what other Unity developers I know say.

URL: http://forum.audiogames.net/viewtopic.php?pid=285991#p285991





___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2015-07-07 Thread AudioGames . net Forum — Developers room : Genroa via Audiogames-reflector


  


Re: make unity 3d accessible

Unity 3D can also render 2d games, with an adapted 2d editor view. So, it may be cool for some people 

URL: http://forum.audiogames.net/viewtopic.php?pid=223057#p223057




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2015-07-01 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: make unity 3d accessible

Hi,I will support this, but I cant ever say that it is possible. Unity uses 3D rendering in its user interface and, as it currently stands, there is absolutely no screen reader that can interact with, and work well with, a 3d interface. So, it is unlikely that this will work unless we can convince Unity to completely remodel their user interface, which is unlikely. However, Ill support it.

URL: http://forum.audiogames.net/viewtopic.php?pid=17#p17




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2015-07-01 Thread AudioGames . net Forum — Developers room : frastlin via Audiogames-reflector


  


Re: make unity 3d accessible

I am also having problems creating an account.I dont think it is that difficult for 2d games. We just need access to maybe some widgets in the games themselves as well as access to the editing items.

URL: http://forum.audiogames.net/viewtopic.php?pid=27#p27




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector

Re: make unity 3d accessible

2015-07-01 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: make unity 3d accessible

Theyre rendering text as 3D objects, true... but Id be amazed if they arent using a render function that knows when its rendering text--Either they have a render_text function, or a generic render function that gets the data from the text object. The former is easy to make screen reader accessible. The latter would be more inefficient, but having the text show up in the accessible layer whenever its geometry is accessed shouldnt be hard.(Unless the geometry is accessed directly, rather than through methods, which would be odd for a big professional project like Unity.)Alternatively, if there is a render(object) function, there could be a line like:if object instanceof text then render_accessibly((text)(object));Even if it would be better from the ground up, it would need to be a horrible Eldrich cludge of an engine if accessibility in some fashion couldnt be worked in. Excellent accessibility might be difficult to impossible, but we have people who stuck with Android in 2013 and I still use Noteworthy Composer, so mediocre accessibility would still be an enormous improvement.(Ahem. Insert rant about tactile displays here )

URL: http://forum.audiogames.net/viewtopic.php?pid=88#p88




___
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector