[1222] Text chat doesn't follow accessibility guidelines...
tracked
Silent
Text chat is provided as a substitute for speaking, so it should be treated similarly to subtitles or dialogue in games and other media.
Currently, the textbox is too small and positioned far above onscreen characters. It's difficult for people to read, particularly in VR.
Here are the important missing elements I've noticed.
- The placement of text is often high above the avatar's head, making it difficult to read. It should be adjustable.
- The background used for text isn't fully solid and neither the colour or opacity is adjustable.
- The maximum text size has a low axial resolution in VR and can be difficult to read.
- No way to select colour to allow differentiation between different speakers.
Here's some further reading/source articles.
I've included an image of how another VR game handles on-screen dialogue text.
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Scout - VRChat Head of Quality Assurance
tracked
Wunder Wulfe
The chat box should clamp around the user's screen if they are within view of the player or avatar, allowing them to see the text and who it is coming from without having to look directly at the user or above their head. There should also be an option to replace the text (good for OSC use) or spawn a new chatbox, with the old message going on top if it is still under the configured duration, and limit to only a few chatboxes at a time.
°sky
Wunder Wulfe: the multiple messages thing could be like how roblox does it, with 3 messages shown at once, and any others are visible via a chat history, which only shows in a dedicated ui.
i think itd be better if the chat box was able to rotate positionally around the avatar in a cylinder shape.