Hey MisterB, thanks for taking time for that 
Well I’m doing all that, yeah as I said the GUITextures do adjust to the different screen sizes but yeah not to different aspect ratios which just doesn’t make sense to me 
Okay let me post the code I guess, though it might not make much sense haha:
var pixelX: float
var pixelY: float
var currentPosition: GUITexture;
var currentPositionPrefab: Transform;
function Update() {
pixelX = (Screen.width/2);
pixelY = (Screen.height/2);
currentPosition.pixelInset = Rect(pixelX, pixelY, 40, 40);
loadCoordinates();
}
function loadCoordinates() {
//all the code to load break up strings put them in to arrays classes goes here, so much of it no use of posting it.
for (var i = 0; i < someArra.length - 1; i++) {
var clonePosition = Vector3(0,0,0);
currentPositionPrefab = Instantiate(currentPositionPrefab, clonePosition, Quaternion.identity);
currentPositionPrefab.transform.parent = parentDot;
currentPositionPrefab.name = myData._iUser.userDataName + "User";
var pixelCloneX = ((Screen.width/2)/lon) - ((Screen.width/2)/parseFloat(myData._iUser.userDataLongitude));
var pixelCloneY = ((Screen.height/2)/lat) - ((Screen.height/2)/parseFloat(myData._iUser.userDataLatitude));
var myCoordinates: Vector2 = new Vector2(pixelCloneX, pixelCloneY);
myCoordinates = Vector2(myCoordinates.x * 256 * (zoomLevel), myCoordinates.y * 256 * (zoomLevel-1));
currentPositionPrefab.GetComponent(GUITexture).pixelInset = Rect(pixelX + myCoordinates.x, pixelY + myCoordinates.y, 20, 20);
}
//Just fyi the array doesn't keep going, it gets stopped after a certain amount of data is displayed on screen but I just wanted to show that the code is inside a for loop.
}
Alright so that’s the code, argh I know it’s so messed up complicated, but anwyays, what it does is, I’m making my own coordinates system for a static map on a plane.
I load a static map to a plane, the center of the plane = center of the map = user’s current position = (0,0,0) of my coordinates system.
Now what I do is I grab a few more user’s data from a server load them up then I convert those longitudes latitudes into the positions of my coordinates system. That’s pixelCloneX pixelCloneY.
So anyways yeah, that works perfect, the locations on the map are shown pretty accurately when the play mode is on Free Aspect but as soon I change it to any other aspect of a device or test it on my Android, the locations of the GUITexture mess up 
So yeah, any ideas still??