UI Packs
Sandbox Panel UI Kit — title-barred panels and buttons
Title-barred nine-slice warm sand window panels, inset list frames and four chamfered button states, as SVG plus transparent PNG at 1x, 2x and 4x.

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 four chamfered button states: default, hover, pressed and disabled. They are drawn on the same 112×40 base with 0 px corners, so you can swap the texture on a single button widget and get the whole interaction loop without moving a rectangle. 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.
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
Direct link · no sign-up · no wait pageComplete kit — SVG sources, PNG exports at 1x/2x/4x, licence and readme
How to use it
- 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.
- 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.
- 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.
- 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



