I built a UI using 4.6 with the build settings set to “Standalone” and everything looked good. I then changed my build settings to iOS and all my sprites got mangled. What do I need to do to fix this? If I set it back to “standalone” it looks fine again but that’s not what I’m developing for.
On iOS you have another aspect ratio (4/3 instead of 16/9). You have to build the GUI to fit for the new aspect ratio or build it so it can adapt for a wider range of aspect ratios / resolutions.
They are sliced sprites and I thought that was part of the 4.6 ui system anyway. If I resize the canvas everything scales properly to fit. The problem has to do with them being sliced. If I remove the slices they look right again. Any ideas how to fix this? They need to be sliced.
Try turning mipmaps off for those assets if it’s turned on; I’ve had issues with that in the past.
Also bear in mind that sliced graphics rely to an extent on pixel resolution to figure out how big the edges should be. Make sure all your canvases have a CanvasScaler component set up; I believe you can modulate its ‘Reference Pixels Per Unit’ property to determine the relative size of sliced graphic edges.
I made all my sliced images smaller (pixel wise) and it fixed the issue. I also had to tweak my slices. If they were too close to the corners it would act up causing the corners to stretch when they shouldn’t.