Hi,
We are trying to force a fixed 16:9 aspect ratio, as our game is only built for that and should incorporate letterboxing/pillarboxing when the screen is outside those dimensions.
I have set Unity’s player settings per the screenshot. From my research, I believe this should cause automatic letterboxing if the screen isn’t 16:9, but when we play on a 16:10 laptop monitor, the game consistently stretches.
Is this a bug? Or do we have this configured incorrectly?
I tried a workaround by setting the camera rect dynamically to be the correct size, which worked well, except that the letterboxes showed things like particle effects etc. I tried to mask it using black UI images, but I couldn’t figure out how to position them so that the images were consistently over the letterboxed areas.
Any advice from anyone would be greatly appreciated. Thanks!

Anyone have any info or advice on this?
If your game is pure UI, just put the entire UI in a RectTransform controlled by an AspectRatioFitter script set to 16:9 and Fit In Parent.
Sounds like you have 3D cameras though, so for that you need the script you presently have to box it, but then you probably want to put another fullscreen camera that can see nothing but blackness (use layers to force it to see nothing) behind the 16:9 camera. You would set the Depth property in the cameras to drive their ordering properly. Do not set two cameras to the same depth because then it is a 50/50 tossup which one wins on each system.
Thanks Kurt. When you say “box it”, do you mean changing the orthographic size and rect values to get it to fit? I was doing that, but it was causing issues in the letterboxed areas, which I guess explains the second camera. I was having trouble with my UI menus as well, so I will give the first line a shot and see if that works.