You should not need to animate it to hold it in place. In fact, depending on what property you animate, that might even be making it move!
UI should just stay where it is, barring something else moving it.
Common things that move stuff in a UI:
layouts (GridLayout Group, HorizontalLayout, VerticalLayout, etc)
anchoring / offsetting (or rather, mis-anchoring)
animations
code
For code, if you have a someOtherThingTransform.
reference that you intend to use to move something else, and that script happens to be ON a UI item, but you inadvertently use transform.
instead, then you might get weird things happening.
Finally, here’s some reading on UI Anchoring, Scaling, CanvasScaler, etc:
It can be very fiddly but it is super-powerful once you reach comfort with the UI.
Building upon Praetor’s great post above, let me suggest this approach:
make a quick first draft of your UI.
in the Unity game window change the shape / dimensions of your Game window (you can even make your own resolutions)
see what happens to your UI in this new shape window
iterate and fix your anchors and scalings and whatnot
Make sure you do not overlook the Canvas Scaler settings. Personally I (almost) …
That seems excessive… What is the text of the actual complaint from them?
Make something like this with a fixed aspect ratio (in this case 2:1, maybe you need 3:1 or whatever suits your buttons), and ALL your buttons anchored inside it to never move within that box:
[7337383--891847--fixed_aspect_ratio_box.png]
then anchor that fixed against the bottom center (red dot below).
On the ipad it looks like:
[7337383--891850--ipad.png]
on the iPhone it looks like:
[7337383--891853--iphonex.pn…