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 assets
BROUGHT 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 popups
READY 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 reference
Everything shown in the screenshots is included in this package.