diff --git a/README.md b/README.md index 04fa105..6deb0db 100644 --- a/README.md +++ b/README.md @@ -19,23 +19,32 @@ Anecdotally, I've learned that building games with Godot is not only possible, b 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: 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_. -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_. -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: -``` -[editor_plugins] -enabled=[ "godot-accessibility" ] -``` -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: -``` -[global] -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. -[speech] -rate = 50 ; range is 0 to 100. -``` -This file shouldn't be checked into version control, so add it to your ignore patterns. +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_. + +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: + + ```ini + [editor_plugins] + + enabled=[ "godot-accessibility" ] + ``` + +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: + + ```ini + [global] + 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. + [speech] + rate = 50 ; range is 0 to 100. + ``` + + This file shouldn't be checked into version control, so add it to your ignore patterns. + 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_. + 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. + 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`. Windows-only: If you need speech in the editor and would prefer to use your screen reader, please perform the following additional steps: