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Which is better? Canvas Scaler or scaling transform
In Unity 2019+, you can create world-space canvases and place UI objects on them. The Canvas comes with a Canvas Scalar component, which has two parameters: Dynamic Pixels Per Unit and Reference Pixels Per Unit. Changing these will scale the way text and images are displayed in the canvas.
However, the canvas transform has a scale component you can use to scale the canvas as a whole.
My question: is there any reason (performance, future-proofing etc) to chose one approach over the other?
Answer by joan_stark · Aug 24, 2021 at 07:07 PM
I would stuck as much as I could with the Canvas Scaler component, since it makes all the ui scale in the same way, and adjust automatically to any changes you make. Also, scaling with transform can make things look blury sometimes.
You won't notice performance issues by any of both options in any way, if you are not using thousands of gameobjects inside your canvas.
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