Accessibility guidelines

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.

Example of small text on user interface

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

Example of larger text on user interface

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.

Example UI elements with high contrast
Example UI elements with low 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:

Example user interface shown in full color

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

Example user interface shown in full color

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.

  1. 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
    Four TextLabel elements with varying BackgroundTransparency levels
  2. Paste the following code into a LocalScript within StarterPlayerScripts.

    Dynamic Adjustment for Preferred Transparency

    local GuiService = game:GetService("GuiService")
    local CollectionService = game:GetService("CollectionService")
    local TAG = "TransparentBack"
    local transparentBackObjects = {}
    local function onInstanceAdded(object)
    if object.BackgroundTransparency then
    local defaultTransparency = object.BackgroundTransparency
    transparentBackObjects[object] = defaultTransparency
    object.BackgroundTransparency = defaultTransparency * GuiService.PreferredTransparency
    end
    end
    local function onInstanceRemoved(object)
    transparentBackObjects[object] = nil
    end
    -- Store initial tagged instances
    for _, object in CollectionService:GetTagged(TAG) do
    onInstanceAdded(object)
    end
    -- Detect when tagged instance is added or removed
    CollectionService:GetInstanceAddedSignal(TAG):Connect(onInstanceAdded)
    CollectionService:GetInstanceRemovedSignal(TAG):Connect(onInstanceRemoved)
    -- When in-game setting is changed, adjust tagged instances
    GuiService:GetPropertyChangedSignal("PreferredTransparency"):Connect(function()
    for object, defaultTransparency in transparentBackObjects do
    object.BackgroundTransparency = defaultTransparency * GuiService.PreferredTransparency
    end
    end)
  3. 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:

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 Motion

local GuiService = game:GetService("GuiService")
local Players = game:GetService("Players")
local TweenService = game:GetService("TweenService")
local player = Players.LocalPlayer
local playerGui = player.PlayerGui
local menuUI = playerGui:WaitForChild("MenuUI")
-- Use tween time of 0.75 seconds unless reduced motion is enabled
local TWEEN_TIME = if GuiService.ReducedMotionEnabled then 0 else 0.75
local 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 Motion

local GuiService = game:GetService("GuiService")
local Players = game:GetService("Players")
local TweenService = game:GetService("TweenService")
local player = Players.LocalPlayer
local playerGui = player.PlayerGui
local menuUI = playerGui:WaitForChild("MenuUI")
-- Create a canvas group to tween all children uniformly
local canvasGroup = Instance.new("CanvasGroup")
canvasGroup.Size = UDim2.fromScale(1, 1)
canvasGroup.BackgroundTransparency = 1
canvasGroup.Parent = menuUI
-- Add children to canvas group
menuUI.SettingsFrame.Parent = canvasGroup
local tweenInfo = TweenInfo.new(0.75, Enum.EasingStyle.Cubic, Enum.EasingDirection.Out)
local tween
-- Use fading tween for reduced motion, or a motion tween otherwise
if GuiService.ReducedMotionEnabled then
-- Initially set canvas group to fully transparent (invisible)
canvasGroup.GroupTransparency = 1
-- Fade in canvas group
tween = TweenService:Create(canvasGroup, tweenInfo, {GroupTransparency = 0})
else
-- Initially set canvas group off screen
canvasGroup.Position = UDim2.fromScale(0, -1)
-- Move canvas group on screen
tween = TweenService:Create(canvasGroup, tweenInfo, {Position = UDim2.fromScale(0, 0)})
end
tween: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.

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