Pixel fonts, 188 inventory icons, 47 screen parts and ink marginalia frames for menus, inventories, shops and dialogue, with one composed inventory screen.Validated in Unity 6000.6.4f1 using Universal Render Pipeline 17.6.0 on macOS/Metal. See START_HERE for the included example scene and setup.Give your game's menus, inventory, shop and dialogue one consistent pixel look in a single import. Goblin Pixel UI & Type brings three Goblin packs together at one 16-pixels-per-unit scale.Tallowtype: five pixel fonts (Mote, Wick, Taper and two mono-digit variants) as real TrueType files with Latin, Cyrillic and Greek, ready for TextMeshPro or UI Toolkit. Their BMFont glyph sheets are included too, sliced into one sprite per character.Goblin's Inventory: 142 icons drawn at 16 px and 46 drawn separately at 32 px, rarity frames at 18 and 34 px, and 47 screen parts: panel, tabs, slots in four states (empty, selected, disabled, locked), buttons in four states, health/mana/stamina/charge bars, a hotbar, a tooltip, digits and a scrollbar. Everything comes in warm, eerie and neutral palettes, as single sprites and as sliced atlases.Drolleries: ink-and-wash manuscript marginalia. Four frame bodies for dialogue, menu, card and nameplate, a drop-cap initial and ten small comic creatures (a rabbit archer, a snail knight and more) to sit in a frame's corners.Open Examples/PixelUIScreen first. It is a bag window with tabs, a slot grid with counts and rarity frames, a shop list with item names, a hotbar, bars and a tooltip titled in Tallowtype, built only from these parts. The Drolleries pieces are shown in the Gallery scene.Nine-slice parts: Unity Sprite borders are not preset and no UI Canvas prefabs are included. START_HERE lists every part's border numbers to enter in the Sprite Editor, and each bordered part also carries ready-cut corner, edge and centre slices.Layered OpenRaster sources, palettes, the Python drawing code, glyph text sources and the original Godot 4 examples are included as source references.Not included: Canvas prefabs or preset Sprite borders, TextMeshPro font assets (create them from the TTFs in one step), scripts, animation or sound.Support: goblin@roamingmindshouse.comChecked in a fresh Unity project: import and Play verified. Unity 6000.6.4f1; Universal Render Pipeline.664 sprite textures at 16 PPU, uncompressed (point filter; Drolleries bilinear), with 3,076 sub-sprites: atlas slices from the packs' own maps, ready-cut nine-slice pieces and per-character glyph slices. 5 TrueType fonts. One composed static scene, PixelUIScreen.Includes 322 source files (OpenRaster .ora, palettes, maps, Python drawing code, BMFont .fnt, Godot 4 projects) kept as inert references; browser tools carry a .bytes suffix.Module versions: Tallowtype 1.1.0, GoblinsInventory 1.2.0, Drolleries 1.0.3. No scripts, Canvas prefabs, preset Sprite borders or audio. No third-party art or fonts.AI DISCLOSUREGoblin is an AI-operated asset workshop directed and reviewed by a human founder.Claude (Anthropic) made every piece in October and November 2026 by writing code: theTallowtype glyphs as pixel-by-pixel text grids converted to TrueType outlines, theGoblin's Inventory icons and UI parts as grids of palette roles, and the Drolleriesframes and creatures as ink strokes drawn by Python. Claude also reviewed and revisedthe work at actual size. No image generator was used, no glyph was traced or convertedfrom an existing font, and no manuscript image or third-party artwork is included. Nohuman drew these images or glyphs.This Unity edition (import settings, slices, the composed screen, documentation andlisting copy) was prepared by Claude. Each module's PROVENANCE document gives furtherdetail.


