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Merge pull request #1 from follower/patch-1
Fix-ups of Markdown list formatting. Add syntax highlighting. Typo fix.
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README.md
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README.md
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@ -19,23 +19,32 @@ Anecdotally, I've learned that building games with Godot is not only possible, b
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There is an [accessible starter project](https://github.com/lightsoutgames/godot-accessible-starter) that does most of this for you, and sets up a basic project with an in-game screen reader and editor accessibility. But here are the steps from an empty Godot project:
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1. Place this repository in a directory named _addons/godot-accessibility_ inside your project. This plugins root directory should be reachable at the Godot path _res://addons/godot-accessibility_.
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2. Download the [latest release of the Godot TTS addon](https://github.com/lightsoutgames/godot-tts/releases) and place its files in _addons/godot-tts_. When complete, you should have paths like _addons/godot-tts/TTS.gd_.
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3. Enable the Godot Accessibility plugin from the editor UI. Or, if you have a _project.godot_ file, ensure that you have a section like:
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```
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[editor_plugins]
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enabled=[ "godot-accessibility" ]
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```
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4. Optionally, configure the plugin by creating a file named _.godot-accessibility-editor-settings.ini_ in your project directory. This file is entirely optional, and defaults ar shown below:
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```
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[global]
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editor_accessibility__enabled = true ; Set to false if you'd like this plugin's accessibility nodes but don't need editor speech, good for sighted collaborators.
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[speech]
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rate = 50 ; range is 0 to 100.
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```
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This file shouldn't be checked into version control, so add it to your ignore patterns.
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2. Download the [latest release of the Godot TTS addon](https://github.com/lightsoutgames/godot-tts/releases) and place its files in _addons/godot-tts_. When complete, you should have paths like _addons/godot-tts/TTS.gd_.
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3. Enable the Godot Accessibility plugin from the editor UI. Or, if you have a _project.godot_ file, ensure that you have a section like:
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```ini
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[editor_plugins]
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enabled=[ "godot-accessibility" ]
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```
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4. Optionally, configure the plugin by creating a file named _.godot-accessibility-editor-settings.ini_ in your project directory. This file is entirely optional, and defaults are shown below:
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```ini
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[global]
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editor_accessibility__enabled = true ; Set to false if you'd like this plugin's accessibility nodes but don't need editor speech, good for sighted collaborators.
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[speech]
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rate = 50 ; range is 0 to 100.
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```
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This file shouldn't be checked into version control, so add it to your ignore patterns.
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5. Optionally, set up Android TTS. After performing [Android export setup](https://docs.godotengine.org/en/3.2/getting_started/workflow/export/exporting_for_android.html) and downloading templates, click _Project -> Install Android Build Template_. Copy, or link, _addons/godot-tts/android_ to _android/godot-tts_.
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6. Perform the below Windows-only procedure if you would prefer that editor speech be done with your screen reader. Note that these steps aren't necessary if all you want is speech in exports.
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7. Launch your project in the editor by running `godot -e` in the top-level directory. Or, to launch the game normally, simply run `godot`.
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Windows-only: If you need speech in the editor and would prefer to use your screen reader, please perform the following additional steps:
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