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It is truncating; actually, your UI is not responding to the resolution of your device. You have to set its anchoring and scaling. I would recommend you read the Unity guide for "Designing UI for Multiple Resolutions"

For a reference, this what you have to change:

In the Canvas Scaler component, you can set its UI Scale Mode to Scale With Screen Size. With this scale mode you can specify a resolution to use as reference.

 

...

 

When the screen size is changed to a larger or smaller resolution, the buttons will also remain anchored to their respective corners. However, since they keep their original size as specified in pixels, they may take up a larger or smaller proportion of the screen. This may or may not be desirable, depending on how you would like your layout to behave on screens of different resolutions.

It is truncating; actually, your UI is not responding to the resolution of your device. You have to set its anchoring and scaling. I would recommend you read the Unity guide for "Designing UI for Multiple Resolutions"

For a reference, this what you have to change:

In the Canvas Scaler component, you can set its UI Scale Mode to Scale With Screen Size. With this scale mode you can specify a resolution to use as reference.

 

...

 

When the screen size is changed to a larger or smaller resolution, the buttons will also remain anchored to their respective corners. However, since they keep their original size as specified in pixels, they may take up a larger or smaller proportion of the screen. This may or may not be desirable, depending on how you would like your layout to behave on screens of different resolutions.

It is truncating; actually, your UI is not responding to the resolution of your device. You have to set its anchoring and scaling. I would recommend you read the Unity guide for "Designing UI for Multiple Resolutions"

For a reference, this what you have to change:

In the Canvas Scaler component, you can set its UI Scale Mode to Scale With Screen Size. With this scale mode you can specify a resolution to use as reference.

...

When the screen size is changed to a larger or smaller resolution, the buttons will also remain anchored to their respective corners. However, since they keep their original size as specified in pixels, they may take up a larger or smaller proportion of the screen. This may or may not be desirable, depending on how you would like your layout to behave on screens of different resolutions.

grammar and punctuation; remove redundancy (if it is not little and not broad, there is no reason to not include it. You also do include it - at least, the parts relevant to the question.) replacing AND ( ... is the official quotation equivalent for skipping irrelevant information)
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Gnemlock
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It is did not truncatestruncating; actually, your UI is not responsive accordingresponding to the resolution of your device. You have to set its anchoring and scaling. As it is not a little topic (not broad too) i willI would recommend you the simple Unity HOW Tos offical guide. read Designingthe Unity guide for "Designing UI for Multiple ResolutionsResolutions"

For a reference, this what you have to change is:

In the Canvas Scaler component, you can set its UI Scale Mode to Scale With Screen Size. With this scale mode you can specify a resolution to use as reference.

AND

...

When the screen size is changed to a larger or smaller resolution, the buttons will also remain anchored to their respective corners. However, since they keep their original size as specified in pixels, they may take up a larger or smaller proportion of the screen. This may or may not be desirable, depending on how you would like your layout to behave on screens of different resolutions.

It is did not truncates actually your UI is not responsive according to the resolution of your device. You have to set its anchoring and scaling. As it is not a little topic (not broad too) i will recommend you the simple Unity HOW Tos offical guide. Designing UI for Multiple Resolutions

For a reference what you have to change is

In the Canvas Scaler component, you can set its UI Scale Mode to Scale With Screen Size. With this scale mode you can specify a resolution to use as reference.

AND

When the screen size is changed to a larger or smaller resolution, the buttons will also remain anchored to their respective corners. However, since they keep their original size as specified in pixels, they may take up a larger or smaller proportion of the screen. This may or may not be desirable, depending on how you would like your layout to behave on screens of different resolutions.

It is truncating; actually, your UI is not responding to the resolution of your device. You have to set its anchoring and scaling. I would recommend you read the Unity guide for "Designing UI for Multiple Resolutions"

For a reference, this what you have to change:

In the Canvas Scaler component, you can set its UI Scale Mode to Scale With Screen Size. With this scale mode you can specify a resolution to use as reference.

...

When the screen size is changed to a larger or smaller resolution, the buttons will also remain anchored to their respective corners. However, since they keep their original size as specified in pixels, they may take up a larger or smaller proportion of the screen. This may or may not be desirable, depending on how you would like your layout to behave on screens of different resolutions.

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It is did not truncates actually your UI is not responsive according to the resolution of your device. You have to set its anchoring and scaling. As it is not a little topic (not broad too) i will recommend you the simple Unity HOW Tos offical guide. Designing UI for Multiple Resolutions

For a reference what you have to change is

In the Canvas Scaler component, you can set its UI Scale Mode to Scale With Screen Size. With this scale mode you can specify a resolution to use as reference.

AND

When the screen size is changed to a larger or smaller resolution, the buttons will also remain anchored to their respective corners. However, since they keep their original size as specified in pixels, they may take up a larger or smaller proportion of the screen. This may or may not be desirable, depending on how you would like your layout to behave on screens of different resolutions.