Quick answer: Match the camera and render aspect to the display, letterbox or expand the view for non-matching aspects, and avoid forcing a fixed aspect onto a different screen.

A stretched game is an aspect-ratio mismatch. Matching the aspect fixes it. Here is how.

How to fix it

1. Match the camera aspect to the display

The camera's aspect ratio must match the output resolution, or the image stretches. Let it use the actual screen aspect rather than a hardcoded one that differs from the display.

2. Letterbox or expand for non-matching aspects

When the content aspect differs from the screen, either letterbox (bars) to preserve proportions or expand the view to show more, rather than stretching the image to fill.

3. Avoid forcing a fixed aspect

Rendering at a fixed aspect and scaling to fill any screen stretches it on different displays. Render at the display's aspect, and handle the difference with letterboxing or a wider view, not stretching.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.