Quick Screen Fit Pro


Lay your canvas out on every device Unity knows, without entering Play mode. Get exact pixels and millimetres for what breaks — and one picture of every screen side by side.


by Krykftn | Advanced Editor Tools & Systems


Price History +

Opening the Game view at twelve resolutions and squinting is not a test. Quick Screen Fit Pro lays your canvas out on every device shape using Unity's own CanvasScaler and layout system, then hands you two things: a list of what is wrong measured in pixels and millimetres, and one picture of every screen side by side.


Nothing in your scene is changed. The canvas is put back exactly as it was, and analysing a layout never counts as editing it.


WHAT IT CATCHES THAT EYES DO NOT

• An element fully on screen can still sit under the Dynamic Island

• A button that looks comfortable at your reference resolution can be 8.1 mm across on an iPhone SE

• Two buttons can start overlapping on one aspect ratio out of fifteen

• A banner that fits your 1080x1920 mockup can run 267 px off the left edge on a tall phone


FOUR CHECKS, EACH WITH THE MEASUREMENT THAT PROVES IT

• Off screen — pixels past each edge

• Reserved area — pixels under a notch, Dynamic Island or home indicator

• Tap target — millimetres, from that device's real pixel density

• Overlap — pixels squared, and only between things a player can actually press, so backgrounds behind buttons do not bury the findings that matter


EVERY SCREEN, ONE PICTURE

Each device is drawn by the same camera that measured it, so the picture and the numbers can never describe different layouts. Devices are scaled to a common height, labelled with name, resolution and verdict, offending elements outlined, reserved bands tinted. Export the sheet, or every screen as separate PNGs.


UNITY'S OWN DEVICE LIST

With the free Device Simulator Devices package installed, one button imports the same definitions the Simulator view uses — 82 devices, 164 entries counting landscape, with resolutions, densities and safe areas maintained by Unity rather than typed out by hand. Fifteen built-in profiles cover projects without it. Either list is editable and can be saved as a Device Library asset.


THE SAMPLE SCENE

The same HUD laid out twice. Pinned to corners in reference pixels it scores 3 of 15 screens clean with 50 findings. Stretched, clear of the reserved bands, tap targets sized for a thumb, it scores 15 of 15 clean with none. Every difference between them is a specific, named fix.


MEASURED, NOT ASSUMED

Every number is read back from the placed rectangles, never copied from your settings, which is why the report can disagree with what you intended. The scale factor agrees with a live CanvasScaler to five decimal places; overflow agrees with hand-computed values to within half a pixel.


CLEAN AND SAFE

• 100% Editor-only — nothing ships in your build, zero runtime overhead

• Namespaced code (Krykftn.QuickScreenFitPro) — no global scope pollution

• Without uGUI installed the tool switches itself off quietly instead of filling your console, and a one-click Setup window installs it


REQUIREMENTS

• Unity 2022.3 LTS or newer

• Unity's UI package (com.unity.ugui) — free

• Works with Built-in, URP and HDRP — it is an editor tool, independent of the render pipeline


HONEST LIMITS

9 mm is deliberately stricter than the platform minimums (Apple's 44 pt is about 6.9 mm, Android's 48 dp about 7.6 mm), so expect it to flag more than you must fix. Elements are measured by their RectTransform, so a button whose art has generous padding measures as the whole rect. Layouts that reposition themselves at runtime from Screen.safeArea are measured as they sit in the scene, not as they will end up.