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.