Is Unity UI Really The Complicated? (pos & scale)

Hi Guys,
So I am locking in my UI, considering all iOS devices. In playing with, watching and reading various tutorials, I was not able to get what I wanted, a clear way to insure any particular UI btn, would adjust properly between resolutions and orientations.

As such, I have made a hack. It is a manager that checks device resolution and orientation. It then instructs the local manager to turn on a game object, in the canvas that is a preset of, the appropriate device and orientation.

As a result, I have a game object for each device and each orientation.

Is this crazy??? It will work, but have I over thought this, or missed a point? But literally I could not get this UI to settle as I would have liked. Is Unity UI as complicated as I think it is when it comes to positions and scaled between devices and orientations?

Bump

What tutorials did you go through? Unity has tutorials and manuals for setting up the canvas and anchors. There should be no need to create a separate UI for each device.

https://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html
https://docs.unity3d.com/Manual/script-CanvasScaler.html