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Sci-Fi UI Kit: Holo UI | 724 GUI Prefabs, HUD & Mobile
Holographic sci-fi UI for Unity: 724 prefabs and 69 working demo scenes, from main menus and 7 genre HUDs to inventory, store, results and 16 portrait mobile screens.
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Sci-Fi UI Kit: Holo UI | 724 GUI Prefabs, HUD & Mobile screenshot 1
About this asset
Holo UI contains 724 prefabs built from 2,525 sprites, plus 69 demo scenes and a launcher.
It is a complete holographic interface for a sci-fi game, made for Unity UI (uGUI) and TextMeshPro: glass panels, neon edges and targeting brackets in one consistent style, from the title screen to the results screen. Every demo scene is a working screen you can open, press Play on, and copy from, so you start from a finished layout instead of a sprite sheet.
Menus and meta-game, already laid out. 33 landscape scenes cover the title screen, 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, rankings, squad lobby, achievements, inbox, world map, dialogue with choices, a hacking terminal, a confirm dialog, victory, defeat, level up and reward screens. The launcher lists all 69 scenes and opens any of them in one click, once Tools > Holo UI has added them to the Build Settings.
Seven genre HUDs. Shooter, space combat, racing, RPG boss fight, survival, flight and strategy, plus scoreboard, respawn, tutorial overlay and notification scenes. Compass strip, radar minimap, kill feed, segmented shield and health bars, ammo counter, ability cooldowns, lock-on brackets, speed and altitude tapes, a boss bar, party frames and a command grid are all in there.
Portrait mobile screens. 16 portrait scenes at 1080 x 1920: home, shop, battle pass, daily login, quests, offers, chat, inventory, rankings, level select, profile, settings, results, upgrade, loading and a touch HUD with a virtual joystick. Eight of them share a bottom navigation bar, and all 16 carry a safe-area component that keeps them clear of notches and home indicators.
724 prefabs. 19 button styles with normal, hover, pressed and disabled sprites and a selected state for gamepad and keyboard navigation; nine-sliced panels, frames and bars that resize to any layout; sliders, toggles, checkboxes, radios, input fields, dropdowns, scroll views and option selectors as wired uGUI controls; labels and badges; HUD widgets, 17 crosshairs, a hit marker and world markers; and 12 ready popups (confirm, info, warning, error, rename, purchase, rewards, quick settings, pause, item card, reconnecting and rating). The 19 button styles, 18 panels, 13 bars, 9 controls, 12 labels, 12 popups and 16 HUD widgets (spinners included) come in all seven colourways; the crosshairs, markers, six scene popups and the notification badge come in one.
Seven colourways. Cyan, magenta, amber, lime, crimson and violet are pre-rendered for every tinted sprite, so each colour keeps its glass and glow. The white set is made for tinting to your own colour.
It moves. 20 runtime scripts come with it, and the prefabs and scenes already use 17 of them: bars with a damage trail, radial cooldowns, rolling counters, typewriter text, hologram flicker, pulses and spinners, open and close transitions for popups, toasts, option selectors and a dynamic crosshair. A tab strip and a world-space marker (follows a 3D target and pins an off-screen arrow to the screen edge) are ready to add to your own screens. Tweens, bars, popups, toasts and text effects run on unscaled time, so menus keep animating while the game is paused.
Sharp at any size. Sprites are rendered at 2x and imported at 200 pixels per unit. 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 press Play. Works with the legacy Input Manager or the Input System, in the Built-in Render Pipeline, URP and HDRP. Three open-licence fonts come as TextMeshPro assets, with a PDF manual.
Key Features:
- 69 working demo scenes plus a launcher: menus, meta-game, missions, results and mobile
- 7 genre HUDs: shooter, space combat, racing, RPG boss fight, survival, flight and strategy
- 16 portrait mobile scenes: a bottom navigation bar on 8, a touch HUD with a virtual joystick, and safe-area support on all 16
- 724 prefabs: 19 button styles, 18 panels, 13 bars, 9 controls, 12 labels, 12 popups and 16 HUD widgets in all 7 colourways, plus 17 crosshairs, a dynamic crosshair, 6 markers, 6 scene popups and a notification badge
- 2,525 sprites, nine-sliced where they stretch, rendered at 2x
- 172 pictogram icons and 86 item icons at 128, 256 and 512 px, with 6 rarity frames
- 20 runtime scripts: animated bars, cooldowns, popups, selectors, toasts, compass and crosshair already on the prefabs, safe area on every portrait scene; a tab strip and world markers ready to add
- 7 colourways: six pre-rendered colours and a white set made for tinting
- SVG source for every sprite
- Built-in, URP and HDRP; legacy Input Manager and Input System; TextMeshPro fonts included
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- FPS Weapons Pack - The Gunsmith's Collection
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- 3D Zombie Pack: 10 low poly rigged zombies
If Holo UI helps your project, a rating on this page helps other developers find it.
From the publisher's Asset Store listing.
Technical details
Unique assets: 724 prefabs, 2,525 sprites, 69 demo scenes plus a launcher
Sprites: 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)
Prefabs: Buttons 133, HUD 136, Panels 126, Bars 91, Popups 90, Labels 85, Controls 63
Demo scenes: 33 landscape, 11 HUD, 16 portrait, 9 showcase, plus the launcher
Colourways: 7: cyan, magenta, amber, lime, crimson, violet, white
Icons: 172 pictograms and 86 item icons, each at 128, 256 and 512 px
Reference resolution: 1920 x 1080 landscape, 1080 x 1920 portrait
Scripts: 20 runtime scripts in the HoloUI namespace (HoloUI.Runtime assembly): 19 components (17 used by the prefabs and scenes) and an easing helper; 1 editor menu script
Fonts: Orbitron, Rajdhani, Share Tech Mono as TTF and TMP SDF assets, SIL Open Font License 1.1
Source: SVG for every sprite (Source/HoloUI_SVG_Source.zip)
Render pipelines: Built-in, URP 17.5 and HDRP 17.5: every demo scene run in Play mode in each
Input: Legacy Input Manager or Input System; HoloEventSystem adds the matching UI input module
Unity version: 6000.5.2 and newer
Dependencies: uGUI and TextMeshPro (import TMP Essential Resources when prompted)
Meshes and animation: None: a 2D UI kit, no models, rigs or animation clips
Documentation: PDF manual and README in HoloUI/Documentation
Compatibility
| Unity version | Built-in | URP | HDRP |
|---|---|---|---|
| 6000.5.2f1 | Compatible | Compatible | Compatible |
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.
As listed on the Asset Store.