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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?
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
$$anonymous$$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.
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 ^^
Answer by Quakeulf · Dec 22, 2016 at 02:39 PM
Anchor to corners, and do a screen resolution check.
$$anonymous$$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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