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?