The best practice to setting up a scene that takes the full screen - question on screen size resolutions

So I have a couple scenes in my game where it should take up the entire screen (both a world map and vendor scene). For this I need it to make sure it fits to different screen resolutions. I’ve seen some folks say it’s okay to stick everything inside a Canvas, tie Animator components to UI game objects, but I thought this might not be best practice as it dirties canvas each time there is an update. I know you guys did a fix to this, but Verts and Materials still get dirty. In some places I have done a work around where I have a game object with an animator component on it, that has a frame by frame animation play. I point a camera at it, and make it output a Render Texture, which I then use in a Raw Image, so essentially it just mirrors what the game object is doing. This then will be create as a UI game object and make things easier for varying screen sizes.

My question is then, what is the best practice when creating scenes like these, to be both be optimal, but to also scale to the users screen size, without any objects being clipped off the screen. Is it okay to stick everything in Canvas, so that they scale things accordingly? Or is this bad practice?

You can split up your canvas into several canvases.

For Example, the Current Score Text Field can be on a separate canvas because it is updated often. Static Stuff can be on separate canvases: no changes - no updates.

Also, any screenshot will be useful.

Here is an example of the scene I’m talking about https://www.youtube.com/watch?v=GdB32t3oQpE&ab_channel=VillainsQuest

It is currently a mixture of things in a canvas (so UI game objects such as the pointing hand, the weapon upgrade slots and the text) and just then just standard game objects (so like the background, the vendor guy, lantern etc.) I did it this because apparently it’s bad practice to have an animator component tied to a UI game object within a canvas (this is why, if I ever do this, I implement a camera/Texture Renderer trick - an example of this is the little heads in the dialogue text box in this video: https://www.youtube.com/watch?v=p6qOW-hwEFg&ab_channel=VillainsQuest)

So despite this, you would still put everything inside canvas’s?