Quick answer: Set the Canvas Scaler Match slider to a balanced value (often 0.5) so scaling weighs both axes, and design anchors to stretch rather than relying on a single match axis.
When your HUD looks right on 16:9 but elements overflow on 21:9 or 4:3, the Canvas Scaler is matching only one axis. Balancing the Match slider and fixing anchors keeps layouts consistent across aspect ratios.
How to fix it
1. Pick a sensible Match value
On the Canvas Scaler component set UI Scale Mode to Scale With Screen Size, set Reference Resolution to your design size, and move Match from 0 or 1 to about 0.5 so width and height both influence the scale factor.
2. Anchor to edges, not the center
Re-anchor HUD corners (health, minimap, ammo) to the actual screen corners so they hug edges as the canvas resizes instead of drifting inward or off-screen at extreme ratios.
3. Test the extremes in Game view
Add aspect entries like 21:9 and 4:3 to the Game view resolution dropdown and verify nothing clips or overlaps before shipping, since the editor defaults hide these cases.
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 bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.