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The binder now re-renders a bar/counter the moment its `Icon` attribute is set, so a game can assign art at runtime — the engine still ships zero asset ids. The demo ships an example flat icon set (8 game-agnostic glyphs generated via 3D AI Studio / Gemini 3 Pro, background keyed to transparent, trimmed): a client script assigns them to the HUD bars + the credits coin. Source PNGs archived under demo/assets/icons. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>