I have an image (the game strategic map) resting in a Canvas element and I want it to stretch over the full width or length of the display (which may have different sizes or aspect ratios on different devices), so that the ratio of the image is preserved and at the same time all image is visible.
No matter what I set up, the image is either too small, or too big to fit in the display.
If I understand correctly, two groups of settings are important: (1) The position of the image, its pivot, its anchor, its min and max x and y. (2) The parent canvas scaler UI scale mode (which I probably need to be "scale with the screen size"), its x and y sliding scale. Did I overlook something? Because no combination seems to work for me.
Secondary question: Do I need to play it in the maximized mode to be able to test it? Or should it work even in the non-maximized mode?