UI Packs

Sandbox Panel UI Kit — title-barred panels and buttons

18 warm sand interface sprites: title-barred nine-slice panels, a tooltip, a header bar, a divider, a chip and twelve chamfered button states. SVG plus transparent PNG.

  • ui
  • svg
  • transparent png
  • nine-slice
  • panel
  • button
  • menu
  • ribbon
  • voxel
  • light ui
  • building
  • sandbox
warm sand game menu panel with a sky blue title strip and a recessed list area, next to a column showing the same chamfered button in default, outlined hover and pushed-in pressed states
1600×1115 previewtransparency shown as checkerboard

About this pack

Voxel on a light ground. The extrusion, the three fixed tones per block and the unchanging light angle are identical to the dark voxel family — what changes is that on a pale surface the shaded right face has to be much darker relative to the front, or the block stops reading as a block and starts reading as a rectangle with a stripe.

Two nine-slice panels — a title-barred window frame with 0 px corners and a recessed inset frame with 0 px corners — cover almost every box a menu needs: dialogs, inventory grids, list backgrounds, tooltips and stat panels. A title band is built into the top of the panel, so a dialog header needs no second sprite and no manual alignment. Both stretch cleanly to any size because the corners never scale and the centre is a flat fill.

On top of the panels sit twelve chamfered button sprites: default, hover, pressed and disabled, each drawn three times — a standard 112×40 bar, a square icon button and a compact button for toolbars and inline actions. The three sizes are separate files rather than one scaled sprite because the drawing is size-dependent: the chamfer computed at 40 px is recomputed at the smaller ones, not shrunk. The pressed state drops its face two pixels and removes the top highlight rather than just darkening, which is what makes a button feel clicked rather than merely recoloured.

Four smaller parts cover what a menu needs between the panels: a tooltip with a pointer tail, a header bar that sits along the top of a panel, a section divider with a centre mark, and a label chip for counts and status tags. None of them are the window panel at another size — a nine-slice already stretches to any size, so a second file at a different width would be filler rather than a component.

Everything ships twice. The SVG sources are the files the kit was drawn in — open them, change the six desert tan tones or the single sky blue accent, and re-export. The PNG exports are flat, transparent and pre-scaled at 1x, 2x and 4x for engines that want bitmaps, with no premultiplied alpha and no baked-in shadow outside the sprite bounds.

Download

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Download ZIP41 kB

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

Files included in this pack
FileFormatSizeDownload
Complete kit — SVG sources, PNG exports at 1x/2x/4x, licence and readmeZIP41 kB Get →
Window panel, editable SVGSVG1.0 kB Get →
Button (default state), editable SVGSVG624 B Get →

How to use it

  1. In Unity, import the PNGs, set Texture Type to Sprite (2D and UI), and set the border to 0, 0, 0, 0 for the window panel and 0, 0, 0, 0 for the buttons; then set Image Type to Sliced on the UI component.
  2. In Godot 4, use a NinePatchRect and set the patch margins to the same numbers, or drop the SVG straight in and let Godot rasterise it at the scale you set in the import options.
  3. In Unreal, import as a Texture2D, create a Slate Brush with Draw As set to Box, and enter the margin as a fraction of the texture size — for the 96 px panel and for the 112 px button.
  4. For crisp results at non-integer UI scales, use the 2x or 4x PNG rather than upscaling the 1x, or point your engine at the SVG source and let it rasterise at the final size.

License

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