Holo UI: Sci-Fi GUI Kit | 724 Prefabs, 69 Demo Scenes, HUDs & Mobile
Backrock Studios
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A complete holographic sci-fi UI for your game: 724 prefabs, 69 demo screens, 7 genre HUDs, portrait mobile layouts, 7 colourways and 20 animation scripts. Drop it in and ship.Built with uGUI and TextMeshPro and no custom shaders. The demo canvases are Screen Space - Overlay, so the UI looks the same in the Built-in Render Pipeline, URP and HDRP with no setup. Tested in Unity 6000.5 with Built-in, URP 17.5 and HDRP 17.5, and with both the legacy Input Manager and the Input System.Give your game a polished, high-end sci-fi interface. Holo UI is a complete, production-ready sci-fi GUI system for Unity UI and TextMeshPro: glowing glass panels, neon edges and targeting brackets in one cohesive holographic style, from the first title screen to the final victory screen.Every screen your game needs, already built. 69 demo scenes show the kit assembled into real, working screens you can open, study and copy: title, loading, main menu, pause, four settings pages, campaign map, mission briefing, operative select, hangar, loadout, inventory, store, currency store, battle pass, daily rewards, skill tree, crafting, profile, leaderboard, squad lobby, achievements, inbox, world map, dialogue with choices, hacking terminal, victory, defeat, level up, rewards and more. A launcher scene opens any of them in one click.Seven complete in-game HUDs. Shooter, space combat, racing, RPG boss fight, survival, flight and strategy, plus a scoreboard, respawn screen, tutorial overlay and notification system. Compass, radar minimap, kill feed, segmented shields, ammo counters, ability cooldowns, lock-on brackets, speed and altitude tapes, boss bars, party frames and command grids are all here.Made for mobile too. Sixteen portrait screens at 1080 x 1920 with a bottom navigation bar, virtual joystick, touch action buttons, shop, battle pass, daily login, quests, offers, chat and more, all fitted to the safe area so notches and home indicators never cut into your UI.724 ready prefabs. Buttons with normal, hover, pressed, disabled and selected states that work with mouse, touch and gamepad. Nine-sliced panels, frames, bars and slots that resize to any layout and stay razor sharp. Sliders, toggles, checkboxes, radios, input fields, dropdowns, scroll views and option selectors, all fully wired uGUI controls. Twelve ready popups in every colour: confirm, info, warning, error, rename, purchase, rewards, quick settings, pause, item card, reconnecting and rating.Seven colourways, ready to use. Cyan, magenta, amber, lime, crimson, violet and white are pre-rendered for every tinted sprite, so every hue keeps the glass deep and the glow bright. The white set is ready to tint to your brand colour.It moves. 20 runtime components, already set up on the prefabs, bring the screens to life with no code to write: animated bars with a damage trail, radial cooldowns, rolling score counters, typewriter text, hologram flicker, open and close transitions, tabs, toasts, a live compass, world-space markers with off-screen arrows and a dynamic crosshair. Everything runs on unscaled time, so menus keep animating while your game is paused.Art that scales. Sprites are rendered at 2x and imported at 200 pixels per unit, crisp from 1080p to 4K. 172 pictogram icons and 86 full-colour item icons (weapons, gear, consumables, ammo, currency, crafting materials, keycards, chests and rewards) come at 128, 256 and 512 px with six rarity frames. Every sprite also ships as an editable SVG source.Drop in and go. Works with the legacy Input Manager or the Input System, and in the Built-in Render Pipeline, URP and HDRP, with no setup. Includes three open-licence fonts as TextMeshPro assets and a full PDF manual.Details69 working demo screens plus a launcher: menus, meta-game, results, dialogue and more7 genre HUDs: shooter, space combat, racing, RPG boss fight, survival, flight and strategy16 portrait mobile screens with bottom navigation, joystick, touch buttons and safe-area support724 prefabs: buttons, panels, labels, bars, controls, HUD widgets and 12 popups in 7 colourways2,525 sprites, nine-sliced and rendered at 2x for sharp results up to 4K172 icons and 86 full-colour item icons at 128, 256 and 512 px, with 6 rarity frames20 runtime components: animated bars, cooldowns, popups, tabs, selectors, toasts, compass, markers, crosshair, safe area7 colourways plus a tint-ready white setSVG source for every spriteBuilt-in, URP and HDRP; legacy Input Manager and Input System; TextMeshPro fonts includedSprites: 2,525 PNG with alpha, nine-slice borders set, 200 pixels per unit (backgrounds 100)Sprite families: Buttons 560, Icons 516, Controls 288, Items 258, Decor 252, HUD 233, Bars 168, Panels 126, Backgrounds 84, Slots 40 (counts include colourways and icon sizes)Colourways: 7 (cyan, magenta, amber, lime, crimson, violet, white)Prefabs: 724 (Buttons 133, Panels 126, Labels 85, Bars 91, Controls 63, HUD 136, Popups 90)Demo scenes: 69 (33 landscape, 11 HUD, 16 portrait, 9 showcase) plus the launcherIcons: 172 pictograms and 86 item icons, each at 128, 256 and 512 pxReference resolution: 1920 x 1080 landscape, 1080 x 1920 portraitScripts: 20 runtime components in the HoloUI namespace (HoloUI.Runtime assembly), 1 editor menuFonts: Orbitron, Rajdhani, Share Tech Mono as TTF and TMP SDF assets, SIL Open Font License 1.1Source: SVG for every sprite (Source/HoloUI_SVG_Source.zip)Dependencies: uGUI and TextMeshPro (import TMP Essential Resources when prompted)Documentation: PDF manual and README in HoloUI/DocumentationThis package is produced by a procedural pipeline written specifically for it. JavaScript written for this package describes every sprite as vector geometry (SVG) and rasterises it, and describes every demo screen as layout data; a Unity editor script turns that data into the prefabs and scenes. AI was used as a coding assistant. No AI or ML model produces or post-processes any shipped asset.




