Canvas Scaler behavior seems to be different from 5.3.0, im not sure if it is because I was using it wrong and somehow making it work before and now it got fixed, or if it is because it is bugged in this version.
I stopped using it anyways, turns out I didn’t need it, but im curious to know if other people encountered this problem.
I think it had problems updating itself (camera zoom was changing but scaler kept same size all the time) when I was messing with it.
Are you two on Mac with retina screens? Note that on Mac with retina screens the Game View is now in retina resolution (because the entire editor is) so every pixel is half as big. Depending what settings you use for CanvasScaler, that might affect how things look. Just a guess.
How a change in Unity 5.3.0 related to beta though?
Something is changed about Canvas Scaler for me also.
It seems that it’s not “triggered” on first start to render canvas according to Camera when render mode of canvas is set to “Screen space - Camera”.
If I then disable/enable canvas gameobject or for example resize Game view that it changes it’s size for at least 1px canvas will be successfully rerendered in proper size.
Edit: I forgot to mention that I have just downloaded and tried beta 5.5.0b3.
I can confirm this is the case. I’m using 5.5.0b3 but I think I experienced this behaviour in b1 as well.
I have a Canvas in Screen Space - Camera. When I “zoom” the camera by changing its orthographic size, the HUD elements do not scale. If I make any change in the Canvas Scaler component everything seems to snap back to the correct place.
I was also able to reproduce it on an empty project with only a camera and a Screen Space - Camera Canvas with a Text element inside anchored to the top left corner, and changing the camera’s orthographic size.
To work around this issue for now I’m changing the referenceResolution property of the Canvas Scaler via script by minuscule amounts to force an update.
Small update: Setting canvas to “Screen Space - Overlay” has fixed issue for canvases. They are rendered “fullscreen” taking whole area of camera view. But I didn’t plan to use them like that so it’s not rendering parts of my game as I have planned. @andrecosta : Is there some link to reported bug issue? I would like to track to see if there will be any progress with this.
Maybe I can find another workaround to do what I need without relying on zooming the UI’s camera since this was my main issue. I’ll keep working on it in the meantime.
it says : Status: Fixed in Unity 5.5.0. But I’ve just tried out 5.5.0B8 and for me the bug still remains.
Then how does it say that it’s fixed? In what version of 5.5.0?