Text changes size when changing resolution

Hi!

So, I have a scene where I have some basic elements: a crosshair, a health bar, and a name (a text). I have the canvas set to “scale with screen size” so when I change from, say, 1080p to 4K or GHD, or to a lower resolution, the elements on the UI stay the same size.

The thing is, it only works for the crosshair and the health bar. If I try seeing the game in 4K, the name gets a lot bigger, and if I select a lower resolution it becomes progressively smaller. I’m even using TextMeshPro, but still, no success.

Any ideas of what can I do to make the text stay the same size?

Thanks a lot in advance!

Size at 1080p

Size at 4K

If you want to keep the size ratio static between resolutions you must modify your RectTransform component object accordingly. Such as setting both coordinates to stretch, like the screen grab I’m sharing.
These values are also affected by the parenting objects.
You must also set your Text component to best fit and assign proper min and max punto values.

You should also check with your canvas scaler, there can be disturbing outcomes if you don’t set the screen match mode and reference resolutions right.