For some reason my main menu in my game run on the Unity editor which is on “free aspect” looks different and much better to the built version, why is this happening?
Here is a print screen comparing the 1st version with the menu I want displayed in the built version
after building the game I run the game through these settings

1920 x 1080
fantastic
and this is the result:
Why is this happening? What can I do? What solutions are there? I really need to fix this problem before I can move on because for my final year project I need a fully functional built game.
Thanks
Anybody please? what can I do?
I’d assume the maths you use to compute where these things are on the screen doesn’t give the results you expect.
Using this as a guide http://docs.unity3d.com/Documentation/Components/GUIScriptingGuide.html , you can also use Screen.width * 0.50f and Screen.height * 0.50f to position your text exactly in the middle depending on how wide your text is. For example:
public Rect playRect;
public Rect instRect;
public Rect creditRect;
public Rect quitRect;
void OnGUI()
{
Vector2 screenPos;
screenPos.x = Screen.width * 0.50f; //Split the screen width in half.
screenPos.y = Screen.height * 0.50f; // Split the screen height in half.
if (GUI.Button(new Rect(screenPos.x - playRect.x, screenPos.y - playRect.y, playRect.width, playRect.height), "Play"))
Debug.Log("Button Play was pressed!");
if (GUI.Button(new Rect(screenPos.x - instRect.x, screenPos.y - instRect.y, instRect.width, instRect.height), "Instructions"))
Debug.Log("Button Instructions was pressed!");
if (GUI.Button(new Rect(screenPos.x - creditRect.x, screenPos.y - creditRect.y, creditRect.width, creditRect.height), "Credits"))
Debug.Log("Button Credits was pressed!");
if (GUI.Button(new Rect(screenPos.x - quitRect.x, screenPos.y - quitRect.y, quitRect.width, quitRect.height), "Quit"))
Debug.Log("Button Quit was pressed!");
}
Thanks but the problem is that my buttons are guitextures!
So can I do the same with guitextures and position them with code??
If not I guess I have to re-position everything on Maximize to play.
Tezelian, the conecpt that Ermarrero posted don’t change. You’ll have to position your elements, be they GUITextures or Buttons, relative to the screen size and not by absolute position. The issue you’re seeing will persist given any difference in screen resolution with your current method of placement.