Universal Accessibility
Without Configuration Fatigue.
One standardized identity profile for every game and application. Disabled gamers calibrate their biological and cognitive requirements onceโand digital environments adapt automatically on frame 1.
Screen jerks violently on recoil and explosions, triggering vestibular nausea.
Camera modifier clamps trauma to zero. Clean, motion-safe view eliminates motion sickness.
25โ30 minutes of manual recalibration per game
Endless menu sub-trees, trial-and-error slider tests, cognitive exhaustion.< 50ms Zero-Friction Engine Injection
Single portable JSON passport instantly ingested on application launch.The Problem We Are Solving
"Configuration Fatigue" is a Systemic Accessibility Barrier.
For players with disabilities, starting a new game isn't an exciting opening cutsceneโit's a grueling trial of navigating inaccessible menus before gameplay even begins.
Repeated Friction
Every single game uses proprietary setting names, hidden sliders, and non-standard terminology. Disabled players must spend their first half hour re-testing subtitles, colors, and controls.
Physical Inaccessibility
If a game's main menu does not support high-contrast mode, dyslexia fonts, or motor toggles, a player may not even have the physical ability to navigate to the settings menu in the first place.
Vendor Lock-In
OS-level accessibility settings (Windows, iOS, Android) rarely communicate their intent directly to game engines like Godot, Unreal, or Unity. AnyUser bridges this gap.
The Four Data Pillars
Standardized Schema Built on Technical Governance.
The AnyUser specification is divided into four canonical pillars, creating a mathematical and behavioral bridge between biological requirements and engine execution.
Vision & Motion
Engine Render PipelineDynamic UI scaling, colorblind matrix shaders, camera shake suppression, and dyslexia-friendly typography.
- UI Scale Multiplier (0.5x to 3.0x)
- W3C SVG & Shader Colorblind Matrices (Protanopia, Deuteranopia, Tritanopia, Achromatopsia)
- Screen Shake Dampening (0.0 static lock to 1.0 full amplitude)
- High-contrast overrides & subtitle background opacity control
For Game Developers & Software Studios
"Behavioral Interceptors" Over Proprietary Menus.
Rather than writing custom UI screens for hundreds of individual sliders, developers implement lightweight Behavioral Interceptors. Ingest the single standardized .anyuser payload to automatically override engine camera offsets, input polling, and audio nodes.
AnyUserCamera2D, and input latchescom.anyuser.accessibility) with asmdefUInputModifiers, & CameraModifier@anyuser/sdk lightweight TypeScript / CSS runtime# Godot 4 GDScript (addons/anyuser)
func _ready() -> void:
# 1. Load the user's .anyuser passport on boot
var profile: Dictionary = AnyUser.load_profile("user.anyuser")
# 2. Behavioral Interceptors auto-apply on Frame 1:
$Camera2D.shake_multiplier = profile.vision.screen_shake # 0.0 disables shake
Input.use_accumulated_input = profile.motor.toggle_instead_of_hold
AudioServer.set_bus_volume_db(0, profile.audio.master_volume)AnyUser.Net: Domain Heritage & Community Governance
The anyuser.net domain has had a storied history on the internet. Today, that legacy is dedicated entirely to open digital inclusion: transforming a memorable domain into the permanent home for the world's first universal, vendor-neutral digital accessibility standard.
๐ 100% Zero-Account Architecture
No database. No email signups. No forced identity providers. Your calibrated `.anyuser` artifact belongs exclusively to you on your machine.
๐ค Always Free for End-Users
Access to the web calibrator and JSON schema will forever remain free and unencumbered for players and end-users everywhere.
Calibrate Your Universal Accessibility Passport.
Use our live interactive sandboxes to dial in visual scale, color filters, tremor suppression, and acoustic safety. Export your standardized profile.anyuser in minutes.