title is the question, but to elaborate more ui like frames and images have like an xScale and a yScale that usually conform the ui to the screen pretty well in my cases even for ultrawide.
but when i use UIAspectRatioConstraint it seems to do the same thing? but it just breaks for ultrawide.
what’s different?
UIAspectRatio, in my case, and what I’ve seen, is mainly used to retain shape. For instance, if your monitor was like, and yes this is made up, 500px height, and 200px width, its going to make the thing look like a rectangle going up, but with a UIAspectRatio you can always make it be a horizontal rectangle. Another way to use it is so something is always in the shape of a square, so its equal in width and height on all sides, making it again, a square.
So uh yeah ig. Depending on how you use it, nothing will change, unless the UI’s scaling breaks if from the shape, which means itll be put back in the shape.
I know prob none of that made sense but I hope it helps just a bit at least