Complete fantasy RPG UI: 16 clickable screens, 1074 sprites in 5 themes, 44 illustrated items, drag-and-drop inventory, talent tree and 33 scripts. Built-in, URP, HDRP.Built-in, URP and HDRP: sprites, stock Unity UI and TextMeshPro only - no shaders; the only materials are TextMeshPro outline presets, so nothing needs converting.Requires com.unity.ugui (Unity UI, built in). Import TMP Essentials when Unity asks.Works with the old Input Manager and the new Input System.A complete, working fantasy RPG interface - open the demo, press Play and click through a whole game: main menu, hero select, loading, the in-game HUD, character sheet, drag-and-drop inventory, merchant, talent tree, quest log, world map, NPC dialogue, forge, settings, victory and defeat.Every sprite is drawn in a lit, carved style - polished wood, gold and steel trim, set gems and parchment - at native 1920 x 1080 resolution, and nine-sliced so every panel, window, button, bar and slot stretches cleanly. 16 screens come ready-made as prefabs, wired together and brought to life by a small set of dependency-free scripts, so you start from a working RPG interface instead of an empty canvas.WHAT'S INSIDE- 16 ready-made screens (prefabs): main menu, in-game HUD, character, inventory, merchant, talent tree, quest log, world map, NPC dialogue, forge, settings, loading, victory, defeat, popups, hero select- A clickable demo scene: every screen reachable by its buttons, keyboard shortcuts (I, C, K, J, M, B, F, O, Esc) or a page bar- 1074 sprites in 5 material themes: Royal (walnut and gold), Elven (green and silver), Frost (steel and sapphire), Infernal (iron and ember), Arcane (violet and gold)- 44 illustrated items: swords, daggers, axes, warhammer, bow, staff, wand, spear, helmet, chestplate, shield, gauntlets, boots, belt, cloak, crown, ring, amulet, health, mana and stamina potions, elixir, scroll, spellbook, food, coins, gems, ore, ingot, log, herb, mushroom, feather, key, chests, map, torch, lantern, hourglass- 4 heroes (knight, sorceress, ranger, shadow) as full figures and portraits cut for the round, square and large frames- RPG HUD: health and mana orbs, boss bar with medallions, compass, minimap, party unit frames, buff and debuff icons, action bar with keycaps and radial cooldowns, level badges, nameplates, quest tracker, chat- Inventory and character: slots with stack badges, five rarity frames (common to legendary), 10 equipment slots, large slots, tooltips, price tags, resource counters- Talent tree: node states (locked, available, learned, maxed) and connectors- Quest and world pieces: quest markers, map pins, a parchment world map, banners, wax seals, rank emblems, result stars, hearts, corner ribbons- Every control a game needs: buttons in six colours and four states, round, square and small icon buttons, checkboxes, radio buttons, switches, sliders, bars, progress rings, resting tabs, dropdowns, input fields and scroll views- Windows and panels: dark and parchment windows with a title band and close button, panels, headers, scrolls, cards, toasts, achievement popups, chat rows- 94 white icons you tint with Image.color, 6 hardware cursors, 5 seamless background tiles, vignette overlays and 4 full-screen 1920 x 1080 backdrops- 467 prefabs in total, 6 sprite atlases, 3 font families (Cinzel, Cinzel Decorative, Alegreya Sans) as TextMeshPro font assetsBROUGHT TO LIFE BY 33 SMALL SCRIPTS (no DOTween, no other packages)- Drag-and-drop inventory: drop to move or swap, equipment slots that accept only their kind- Hover tooltips, a talent tree with point pool, prerequisites and reset, radial ability cooldowns, a forge button with a progress bar- Screen manager with fade and pop transitions and a back stack, popups, keyboard shortcuts- Tabs, list and card selection, switches, option cyclers, slider labels- Typewriter dialogue, stars that pop in, gold that counts up, bars and orbs that fill, toasts, idle motion- Hardware cursors (pointer, attack, talk, loot, inspect, busy) with hover swapping- Navigation without code: a button component that shows a screen, goes back, or opens and closes popupsREADY TO USE- Built-in, URP and HDRP: stock Unity UI and TextMeshPro, no shaders- Works with the old Input Manager and the new Input System- Documentation: README (txt and rtf) with a quick start, the demo guide and a script referenceEverything shown in the screenshots is included in this package.Sprite count: 1074 PNG spritesSprite sizes: UI elements up to 1024 px; items 128 x 128; hero figures 288 x 456; portraits 68, 70 and 116 px; icons 96 x 96; cursors 64 x 64; backdrops 1920 x 1080; tiles 512 x 512Resolution: authored for a 1920 x 1080 landscape screen at native resolution (Canvas Scaler reference 1920 x 1080)Nine-slice: borders pre-set on every stretchable spriteThemes: 5 material themes (Royal, Elven, Frost, Infernal, Arcane), 166 sprites eachItems: 44 illustrated items, 4 heroes, 6 cursorsIcons: 94 white tintable iconsPrefabs: 467, including 16 ready-made screensSprite atlases: 6 (one per theme, plus Common)Animated: YesAnimation type: script-driven UI tweens (screen transitions, popups, button feedback, cooldowns, toasts, typewriter, star reveal, count-up, fills, idle motion); no Animator controllersVector or pixel: raster PNG, rendered from vector shapes, anti-aliased, no upscalingScripts: 33 runtime C# scripts (namespace HS.FantasyUI), no dependencies, no static stateFonts: Cinzel, Cinzel Decorative and Alegreya Sans as TextMeshPro font assets (SIL Open Font Licence 1.1, included), with 19 outline presetsRender pipelines: Built-in, URP, HDRPDemo scene: 1, a clickable game linking all 16 screensAI was used as a coding assistant. Every sprite in this package - including the illustrated items, heroes, cursors and backdrops - is drawn procedurally by Python scripts (shapes, height-field lighting, gradients and anti-aliasing computed in code), and the Unity prefabs, demo scene and runtime scripts are generated or written in C#; those scripts were written with the help of an AI assistant. The designs, colour palettes, layouts and quality checks were directed and reviewed by the publisher, and every screen was reviewed visually before release. No AI image generation models were used.




