#bevy #accessibility #color-blindness

bevy_color_blindness

Bevy plugin to simulate color blindness

2 unstable releases

Uses new Rust 2021

0.2.0 Sep 6, 2022
0.1.0 Aug 4, 2022

#267 in Game dev

34 downloads per month

MIT/Apache

1.5MB
233 lines

Bevy Color Blindness Simulation

crates.io docs.rs

video showing 4 cubes of different colors as the different modes cycle

Bevy plugin to simulate and preview different types of Color Blindness.

This lets you ensure that your game is accessible to all players by testing how it will be seen under different conditions. While this is important, please also consider not relying on color alone to convey important information to your players. A common option is to add identifying symbols, like in the game Hue.

Based on Alan Zucconi's post. Supports: Normal, Protanopia, Protanomaly, Deuteranopia, Deuteranomaly, Tritanopia, Tritanomaly, Achromatopsia, and Achromatomaly.

Using

First, add the following to your Cargo.toml:

bevy_color_blindness = "0.2.0"

Then, add the ColorBlindnessPlugin to your app, and add ColorBlindnessCamera to your main camera.

use bevy::prelude::*;
use bevy_color_blindness::*;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        // add the plugin
        .add_plugin(ColorBlindnessPlugin)
        .add_startup_system(setup)
        .run();
}

fn setup(mut commands: Commands) {
    // set up your scene...

    // create the camera
    commands
        .spawn_bundle(Camera3dBundle {
            transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::ZERO, Vec3::Y),
            ..Default::default()
        })
        .insert(ColorBlindnessCamera {
            mode: ColorBlindnessMode::Deuteranopia,
            enabled: true,
        });
}

Important note

This plugin only simulates how color blind players will see your game. It does not correct for color blindness to make your game more accessible. This plugin should only be used during development, and removed on final builds.

Dependencies

~10–20MB
~393K SLoC