I’m struggling with an issue that’s driving me a bit crazy. I’ve been working on a game and set up my game viewport to run at QHD resolution. My goal was to nail the look and feel in both the game view and the UI Builder so that everything matches perfectly. Sounds easy, right? Well, here’s where things are going haywire.
I’ve set my UI Builder viewport to match the game view. I double-checked all the settings, and on paper, everything seems to line up. But then I actually go to play the game, and it’s like looking at a funhouse mirror! My UI Builder window looks perfectly scaled and fits nicely within its bounds, but when I switch to the game view, everything is WAY too big. It’s like I stepped into a virtual giant’s world, and I don’t know how to fix it.
I’ve been poking around through forums and documentation, but all I find are vague discussions of resolutions and scaling issues. I’ve tried adjusting the scale settings in both the UI Builder and game viewport, but it seems like nothing I do is reducing the size of the game view. I can’t help but wonder if I’m missing something obvious or if there’s some sort of hidden setting that’s throwing everything off.
It’s frustrating because I want my game to be accessible for players, and if the UI feels clunky or out of proportion, that could really ruin the experience. Has anyone else run into this problem? How did you manage to get your UI Builder and game viewport to sync up correctly at QHD resolution? I’m open to any advice or tips, no matter how basic they might seem. Thanks in advance for your help!
It sounds like you’re experiencing an issue related to inconsistent scaling between UI Builder and the game viewport, especially when targeting high-resolution setups like QHD. A common culprit in these scenarios is the Canvas Scaler or similar UI scaling component settings. Make sure your Canvas Scaler in Unity is set to “Scale with Screen Size,” and confirm that your reference resolution matches precisely with your viewport resolution settings (in your case, QHD at 2560×1440). Additionally, double-check that your Match slider (typically between width and height) is set properly to maintain consistent UI proportions across different resolutions.
If you’ve confirmed these Canvas Scaler settings and still see discrepancies, consider verifying your game’s DPI scaling or display settings, as Windows or OS-level display scaling might cause Unity to render differently at runtime compared to the editor UI Builder view. Furthermore, ensure you haven’t inadvertently applied scaling to parent UI elements or mistakenly used fixed-pixel sizes in your UI components—using relative layouts and anchors can provide far more consistent results. Inspect your Canvas and UI elements hierarchy carefully to spot accidental scaling assignments or conflicting elements, and test your build on an actual device or standalone player to confirm that the scaling issue isn’t restricted solely to the Unity Editor’s environment.
Wow, that sounds super frustrating! I totally get what you mean about scaling issues, especially when trying to keep things looking nice in both the UI Builder and the actual game view. It can feel like you’re battling some mysterious giant at times!
First off, have you checked the “Canvas Scale” settings in your game engine? Sometimes the default settings can cause things to look bigger or smaller than intended. If your UI looks perfect in the UI Builder but way too big in the game, it could be a scaling factor you might have missed.
Another thing to consider is the DPI settings. Sometimes when you switch from your development environment to playing the game, the DPI might not match up. Make sure both your UI Builder and the game view are set to the same DPI! If your UI Builder is set to a different value, it might make the game world feel oversized.
Also, if you have multiple resolutions option, try checking how your game scales in “Play” mode. You can try switching the resolution to 1080p or something to see if the issue persists. This can help rule out if it’s specifically a QHD problem or something else at play.
If you’re using anchors or layout groups for your UI elements, make sure their settings are correct. Sometimes they can act weird when the resolution changes, especially if something’s off in their parent container settings.
I know this sounds kind of basic, but sometimes it’s the little things that trip us up! Just keep experimenting with all those settings. You might just stumble upon the solution. Good luck, and hang in there!