Yeah, Canvas Scaler handles a lot of it. I’m mostly curious about weird aspect ratios and text-heavy UI.
Also, do you usually re-check new builds manually?
Thanks, that’s really helpful. The “test the extremes manually” workflow is exactly what I was curious about.
I agree that subjective UX is difficult to automate. What I’m experimenting with is a bit different — rather than trying to decide whether the UX is “good,” it records a test flow once, replays the same flow at several resolutions, and looks for visual/layout regressions or unexpected differences for a human to review.
Would something like that actually save you time, or would you still prefer checking the extreme resolutions manually?
I’ve been working on a Unity project and found testing the same flow across different resolutions pretty tedious.
I’m experimenting with a tool that lets you record a test once, then replay the same actions at different resolutions to catch UI/layout issues.
For example: record at 1920x1080, then automatically replay at 1920x1200, 1280x800, 3440x1440, etc.
I’m curious how other developers handle this right now. Do you test resolutions manually, use automated tests, or mostly just check a few common sizes?
Would something like “record once, test across resolutions” actually be useful in your workflow?