I am creating a GUI interface that will be loaded onto a Surface Pro 4, which has Windows 10 installed. I’ve updated to 5.3.4 hoping that might fix the issue with the support for the Surface Pro 4, but didn’t help. Also tried numerous scripting work-arounds as suggested in other GUI resolution questions, but none of those have worked either.
The Sfc 4 resolution is 2736 x 1824, and my scene format is to be run in portrait mode (1824 x 2736). Working strictly in the Unity3D built in GUI environment, my Canvas is set to x = 1824 and y =2736, canvas scaler is “scale with screen size” at 0.5 so it scales with height and width evenly. I also have panel set up to 1824 x 2736, and in my build settings>>Player settings, I define default screen width = 1824 default screen height = 2736. When I run the program in the editor, it shows up at proper resolution. However, as a stand-alone build, the resolution never shows up right. See second screen shot.
I don’t know where else I could possibly change the resolution, but even having everything set to the res I want, I am seeing what is shown in first screen shot.
Has anyone else experienced this issue in the GUI? I’ve been struggling and searching for a day or so now on this one.
UPDATE 03.17.16: The stand-alone resolution glitch I’m experiencing was a known issue in 5.1.1, 5.2, and also reported after 5.3.1. Unity3D is aware of the bug, which is in the Unity canvas code. Reference here: http://forum.unity3d.com/threads/fullscreen-gui-bug.338181/