Rendering problems using One Plus 8T

Hi!
We are using
Unity 6000.0.29f1 and
URP 17.0.3
On Android platform.
We have problem when two devices are rendering graphics in very different way.

Samsung Galaxy S22 does render correctly


But One Plus 8T does not


Seems like the scene in first picture does not render the black Image component (Unity default component) at all… And in the second scene the background is not the right size, and buttons are not visible.

Our canvas in first scene:


and Camera

Second scene canvas:


And Camera

I couldn’t get logs of possible runtime errors using One Plus 8T, because somehow USB Debugging did not get accepted, and device was not listed on adb devices.

Here are the official docs on how to make your UI handle various resolutions and aspect ratios cleanly:

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.

Here’s some more fit-inside-UI-content notes:

https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/HOWTO-UIFitContentSize.html

I also use this CanvasScalerOrientationDriver utility to make sharing UI for Landscape / Portrait easier. Read what it does carefully.

Thanks for the detailed answer, I guess we have to re-create the ui.
Does the ScaleMode and MatchMode have effect on UI created with UI Toolkit using uxml?

Hi!
Thanks for clarifying how responsive UI and canvas does work in Unity.
Our solution was to re-create UI using UI Toolkit Built in Unity (as it was really not much effort to try), and it seems to work very well.
It was quite easy when using mostly % as measurement in Elements, and when using px it was easily scaled using c#.
Now we have nicely similiar UI in both mobile phones.