Many existing tutorials, e-books, and forum discussions often recommend using a reference resolution of 1920x1080 for designing & implementing mobile games in Unity. However, given the advancement in smartphone technology, today’s devices boast higher resolutions and offer wider aspect ratios.
I’m curious - are you continuing to design your art and user interfaces based on the traditional 1920x1080 (16:9) resolution, or have you adapted to the changing landscape of mobile screen sizes and resolutions?
I always engineer to the default CanvasScaler of 800 x 600, set to match height. See below.
This approach lets all my projects have compatible parts. Any other custom resolution approach is not helpful unless somehow you have hard-coded numbers, and nobody that I know designs UI that way. And even if they did, a little math and you can scale it to 800 x 600… so why not stick with that to start?
Here are some notes on UI Anchoring, Scaling, CanvasScaler, etc:
Usually you need to choose a suitable ScaleMode and MatchMode in the Canvas Scaler and stick with it 100%. Generally if you change those settings you will often need to redo your UI entirely.
I also use this CanvasScalerOrientationDriver utility to make sharing UI for Landscape / Portrait easier. Read what it does carefully.