500 Game UI Icons – SVG, PNG & Sprite Sheet


520 game UI icons as Unity sprites, in white and black, already imported with the settings a crisp interface needs. Nine categories, one drawing grid, one stroke weight.


by Rasterloom


Price History +

520 interface icons drawn on one 24 x 24 grid with a 2 px stroke, for inventories, ability bars, stat panels, shops, quest logs, settings screens and controller prompts.


Because every icon comes off the same grid with the same stroke weight, joint style and optical sizing, you can put any two of them side by side - a sword from Combat next to a coin from Economy - and they read as one set. That is the part you cannot get by collecting icons from five places, and it is what makes an interface look designed instead of assembled.


WHAT YOU GET

- 1040 sprites: all 520 icons in white and in black, 256 x 256 PNG with transparency

- Nine categories: Interface & System (107), Combat (59), Items & Loot (55), Crafting (48), Stats & Status (50), World & Map (51), Social & Progression (47), Input & Controls (59), Shop & Economy (44)

- A demo scene with the whole set on a wall and a camera that tours it on Play

- IconTint.cs, which cycles the tint across all 520 at once so you can see what one white texture does for five UI states

- Documentation with the full category and icon listing


WHITE OR BLACK, AND WHY BOTH SHIP

Every icon is a flat shape on a transparent background. On a dark interface, use the white set and tint it - Image.color in UGUI, or the SpriteRenderer colour in a 2D scene. One texture then serves normal, hover, disabled, gold and danger, with no extra memory and no extra draw call.


On a light interface, tinting white down to near-black leaves you fighting the anti-aliased alpha at the edges, which shows up as a grey fringe. That is what the black set is for. Most projects use one or the other.


IMPORT SETTINGS ALREADY APPLIED

Sprite (2D and UI), Bilinear filter, Compression None, mip maps off, Wrap Clamp, Mesh Type Full Rect.


Mip maps off and compression none are the two that matter for UI. A mipped icon goes soft the moment the canvas scales below 1:1, and block compression puts colour artefacts along the one-pixel edge of a flat shape, where there is nothing to hide them.


DRAWN WITH CODE, NOT GENERATED

Each icon is defined as geometry - lines, arcs, polygons and Bezier paths snapped to the grid - and rendered by a generator written for this pack. Nothing is traced, photo-sourced or produced by an image generator.


LICENCE

Royalty-free, unlimited commercial and personal projects, no attribution required. You may not resell or redistribute the icon files themselves as an asset pack.