UI Packs

Blocks UI Controls — checkbox, toggle and slider

19 chunky voxel interface controls: checkbox, radio, toggle, slider and stepper, with on, off, partial and disabled states drawn as different shapes. SVG plus PNG.

  • ui
  • svg
  • transparent png
  • checkbox
  • toggle
  • slider
  • settings
  • controls
  • voxel
  • blocky
  • isometric
  • cube
Game settings controls on a checkerboard background — an empty and a ticked checkbox, an unselected and a selected radio button, a toggle switch shown off and on, and a slider track with its knob
1600×752 previewtransparency shown as checkerboard

About this pack

Controls at 24px drawn as cubes rather than as flat shapes: the checkbox is a block with a lit top face, and checking it swaps the front face instead of laying a tick over it. A round radio button would be the only curve in a kit made entirely of cubes, so it is a smaller cube — told apart by size, not by shape.

The set covers what a settings screen actually needs: a checkbox, a radio button, a toggle switch, a slider with a separate knob, and a stepper pair for discrete values. Each stateful control ships every state as its own file at a 24×24 base — the toggle is 48×24 and the slider track is 192 px wide so it can be nine-sliced to any length. The slider also ships empty, full and vertical, because a volume column is not a rotated row.

On and off are drawn as different shapes, not different colours. An unchecked box is an empty recess; a checked one is a filled surface with a tick cut into it. That matters because a settings screen is exactly where a player is most likely to be running a colourblind mode, a greyscale shader, or a heavily tinted post-process — and a state you can only read by hue disappears under all three.

The slider ships as a track and a knob rather than a single sprite. Animating a one-piece slider means redrawing it per value; with two pieces you stretch the fill and move the knob, which is what every UI toolkit already expects. The knob carries a centre notch so its rotation and position stay readable at small sizes, and a held variant adds an accent ring for the drag state.

Disabled is a separate sprite for every stateful control, not a tint applied at runtime. An unavailable setting and a switched-off setting are different things — one says "off", the other says "you cannot touch this" — and a screen that shows them the same way sends a player looking for a bug that is not there. The checkbox also ships a partial state for the select-all row above a list of mixed selections, which is the case a two-state checkbox reports incorrectly.

Everything is included as editable SVG and as flat transparent PNG at 1x, 2x and 4x, drawn from the same six cool stone tones as the rest of the Blocks family.

Download

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Download ZIP31 kB

Complete set — 8 SVG sources, PNG exports at 1x/2x/4x, licence and readme

Files included in this pack
FileFormatSizeDownload
Complete set — 8 SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP31 kB Get →
Toggle switch (on state), editable SVGSVG506 B Get →
Slider track, editable SVGSVG456 B Get →

How to use it

  1. Swap the whole texture between the on and off files rather than tinting one sprite; the two states differ in shape, so a tint alone will not reproduce them.
  2. The slider track is nine-sliceable with a 8 px cap on each end — stretch the middle and the rounded ends stay intact at any width.
  3. In Unity, wire the two files to the Toggle component's Background and Checkmark graphics, or swap the sprite in an onValueChanged handler for a single-image setup.
  4. Keep the knob centred on the fill edge: its width is 20 px, so offset it by half that from the fill's right edge to make the handle sit on the value rather than after it.

License

Creative Commons Zero 1.0 — Public domain. No credit required. Full terms · What this means in practice