Accessibility is the practice of designing products and services to be usable by people with disabilities. Recent stats cite that over 26% of people have some type of disability, so making your Roblox game accessible can help you reach a wider audience.
Text size
Players may find it difficult to read small text. Compare the following in-game shop menu with a blur applied, simulating what it might look like to somebody with impaired vision.

If you increase the size of the smaller font labels, it will be clearer to most players.

Color contrast
Players might find it difficult to read light text on a light background, or dark text on a dark background. To improve accessibility, it's recommended that you pick text and background colors with sufficient color contrast.


Color non-reliance
Over 5% of people in the world have some form of color blindness. Although it's rare for someone to see only in black and white, imagine viewing a game in grayscale:

By modifying the image to use different symbols alongside colors, more players can tell the difference in gameplay and in other contexts:

Sound non-reliance
Sound is an excellent addition for immersive games, but hearing-impaired players or anyone who turns their volume off will be confused by in-game events that are only conveyed with sound.
Consider the following scene where a ringing phone is signalled only by sound, and then signalled with both sound and visual aids.
Player preferences
Various visual settings are available to players from the Roblox and in-game Settings menus, including preferred transparency, preferred text size, and reduced motion. For optimal accessibility, your user interface should accommodate each.
Preferred transparency
The Background Transparency setting maps to the GuiService.PreferredTransparency property. A value of 1 indicates the player prefers the default background transparency, while a value of 0 indicates the player prefers fully opaque (non‑transparent) background transparency for improved readability and contrast.
Multiplying a UI element's BackgroundTransparency with PreferredTransparency is the recommended way to use this setting; backgrounds will become more opaque as PreferredTransparency approaches 0.
Using the tagging system, apply a tag of TransparentBack to all UI items with BackgroundTransparency such as TextLabels or Frames.

Four TextLabel elements with varying BackgroundTransparency levels Paste the following code into a LocalScript within StarterPlayerScripts.
Dynamic Adjustment for Preferred Transparencylocal GuiService = game:GetService("GuiService")local CollectionService = game:GetService("CollectionService")local TAG = "TransparentBack"local transparentBackObjects = {}local function onInstanceAdded(object)if object.BackgroundTransparency thenlocal defaultTransparency = object.BackgroundTransparencytransparentBackObjects[object] = defaultTransparencyobject.BackgroundTransparency = defaultTransparency * GuiService.PreferredTransparencyendendlocal function onInstanceRemoved(object)transparentBackObjects[object] = nilend-- Store initial tagged instancesfor _, object in CollectionService:GetTagged(TAG) doonInstanceAdded(object)end-- Detect when tagged instance is added or removedCollectionService:GetInstanceAddedSignal(TAG):Connect(onInstanceAdded)CollectionService:GetInstanceRemovedSignal(TAG):Connect(onInstanceRemoved)-- When in-game setting is changed, adjust tagged instancesGuiService:GetPropertyChangedSignal("PreferredTransparency"):Connect(function()for object, defaultTransparency in transparentBackObjects doobject.BackgroundTransparency = defaultTransparency * GuiService.PreferredTransparencyendend)Playtest the game, open the Settings menu, and adjust Background Transparency. The tagged UI elements should update between their default BackgroundTransparency and fully opaque.

Preferred text size
The Text Size setting maps to the GuiService.PreferredTextSize property which defaults to Medium. Players can choose to increase text size through the engine's font rendering pipeline to Large, Larger, or Largest.
When working with UI elements, note the following behaviors:
Text that is constrained to a minimum and/or maximum size through a UITextSizeConstraint will not shrink below or expand above the set MinTextSize/MaxTextSize, regardless of the player's text size setting.
When TextScaled is enabled for a TextLabel or TextButton, the element's text will not be scaled by the PreferredTextSize value.
UI elements with AutomaticSize enabled will shrink/grow as PreferredTextSize decreases/increases (element bounds will resize to fit the resized text).
When TextWrapped is enabled for a TextLabel or TextButton, the element's text will wrap to additional lines as PreferredTextSize increases, within limits of the element's absolute size.
The results returned by TextService:GetTextSize() and TextService:GetTextBoundsAsync() honor changes related to PreferredTextSize.
Reduced motion
The Reduce Motion toggle maps to the GuiService.ReducedMotionEnabled property. A value of true indicates the player wants motion effects through UI animations/tweens to be reduced or completely removed.
A basic approach to removing motion from UI tweens is to set the Time parameter of a TweenInfo to 0 when ReducedMotionEnabled is true, effectively making the UI object snap to its target instantly.
UI Tween Snap-to-Target for Reduced Motionlocal GuiService = game:GetService("GuiService")local Players = game:GetService("Players")local TweenService = game:GetService("TweenService")local player = Players.LocalPlayerlocal playerGui = player.PlayerGuilocal menuUI = playerGui:WaitForChild("MenuUI")-- Use tween time of 0.75 seconds unless reduced motion is enabledlocal TWEEN_TIME = if GuiService.ReducedMotionEnabled then 0 else 0.75local tweenInfo = TweenInfo.new(TWEEN_TIME, Enum.EasingStyle.Cubic, Enum.EasingDirection.Out)local tween = TweenService:Create(menuUI.SettingsFrame, tweenInfo, {Position = UDim2.fromScale(0.5, 0.5)})tween:Play()
Alternatively to instant snapping, you can handle ReducedMotionEnabled with more distinct true/false logic. For example, the following LocalScript uses motion tweening by default, but switches to fade‑in for players who enable reduced motion, resulting in a more elegant transition without positional movement.
Fallback to Fade Tween for Reduced Motionlocal GuiService = game:GetService("GuiService")local Players = game:GetService("Players")local TweenService = game:GetService("TweenService")local player = Players.LocalPlayerlocal playerGui = player.PlayerGuilocal menuUI = playerGui:WaitForChild("MenuUI")-- Create a canvas group to tween all children uniformlylocal canvasGroup = Instance.new("CanvasGroup")canvasGroup.Size = UDim2.fromScale(1, 1)canvasGroup.BackgroundTransparency = 1canvasGroup.Parent = menuUI-- Add children to canvas groupmenuUI.SettingsFrame.Parent = canvasGrouplocal tweenInfo = TweenInfo.new(0.75, Enum.EasingStyle.Cubic, Enum.EasingDirection.Out)local tween-- Use fading tween for reduced motion, or a motion tween otherwiseif GuiService.ReducedMotionEnabled then-- Initially set canvas group to fully transparent (invisible)canvasGroup.GroupTransparency = 1-- Fade in canvas grouptween = TweenService:Create(canvasGroup, tweenInfo, {GroupTransparency = 0})else-- Initially set canvas group off screencanvasGroup.Position = UDim2.fromScale(0, -1)-- Move canvas group on screentween = TweenService:Create(canvasGroup, tweenInfo, {Position = UDim2.fromScale(0, 0)})endtween:Play()
Volume controls
Different sounds playing at the same time can be overwhelming, distracting, or difficult to distinguish. Providing users with volume controls for different "groups" of audio such as sound effects, music, and speech lets them customize their game and focus on what they need to.
Consider the following example of a very noisy game where the user is able to modify music and sound effect volumes separately.