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Question by scottstephan · Dec 22, 2016 at 08:11 AM · uiiosresolution

Unity UI: Scaling a 16:9 setup down to4:3

Ayep- I built my app for Android and iPhone and have realized that I now need to support the iPad's 4:3 resolution as well. As you might expect, items anchored to the top of the screen are getting cut off, assets no longer fit properly etc.

Is there a best practices for taking a 16:9 UI and pulling it down o 4:3?

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avatar image Ninjapro2k_ · Dec 22, 2016 at 03:52 PM 0
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Do you have the canvases set to scale with screen size? And the items set to "Best Fit"? I believe those should take care of your problem

avatar image scottstephan Ninjapro2k_ · Dec 22, 2016 at 04:59 PM 0
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$$anonymous$$y issue seems to be that the rectTransfrom positionof objects inside the canvas aren't changing. i.e., at a 16:9, something at the top of the screen is fine, but in a 4:3 it remains at the top and gets cut off due to the height being smaller.

It seems like an anchoring problem.

avatar image Ninjapro2k_ scottstephan · Dec 23, 2016 at 04:35 AM 0
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And scale with screen size isn't taking care of it? Do you have any code controlling their size? $$anonymous$$aybe a component setting was accidentally checked?

It's always the little things that get you, if you've been at it for a while take a short break and take your $$anonymous$$d off it ^^

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Answer by Quakeulf · Dec 22, 2016 at 02:39 PM

Anchor to corners, and do a screen resolution check.

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avatar image scottstephan · Dec 22, 2016 at 05:00 PM 0
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$$anonymous$$y issue seems to be that the rectTransfrom positionof objects inside the canvas aren't changing. i.e., at a 16:9, something at the top of the screen is fine, but in a 4:3 it remains at the top and gets cut off due to the height being smaller.

It seems like an anchoring problem. Do you mean to anchor the 4 corners of the object or the 4 corners of the canvas? Is there a pre-set for that?

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