Quick answer: Set anchors so the element's resting place is anchor-relative, then tween anchoredPosition between offsets measured from that anchor rather than absolute screen pixels.
Your slide-in menu sits perfectly in the editor but flies off-screen on a different aspect ratio. anchoredPosition is measured from the RectTransform's anchor, so a fixed pixel target only works at the resolution you authored. Anchoring the rest position fixes it.
How to fix it
1. Anchor the rest position correctly
Set the RectTransform anchors so the element's home is defined relative to a screen edge or center, making its resting anchoredPosition close to zero regardless of resolution.
2. Tween offsets from the anchor
Compute the off-screen start as an offset from the resting anchoredPosition (for example the element's height or the canvas size) rather than a literal pixel coordinate that only fits one screen.
3. Use canvas size for off-screen distance
Read the Canvas or RectTransform rect to size the slide distance, so the start is fully off-screen on every resolution instead of a guess that breaks on wide displays.
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 Unity 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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.