Below is my image, it’s a square image so it can be rotated 0, 90, 180 or 270 degrees and still take up both sides of the screen. The problem is that when it’s shown on the screen it is being scaled and stretched and the scaling seems to be related to what angle it’s rotated at. I currently have it anchored to fill the screen, but changing the anchoring doesn’t seem to fix my problem.
When it is displayed at 0 or 180 degrees it covers both sides. You can’t really tell but the image is actually being stretched larger vertically for some reason, but it’s not that big a deal here.
My first thought was that the anchors being horizontal shifts the shape when it rotates but you seem to have already played with them a bit thinking in the same vein, could you default them to the dead center and leave them there and see how it shifts? If it still distorts it should give us a clue to the solve. If it doesn’t distort, we’ll need to normalize the anchors.
In my testing I noticed the same. Whenever I make visual damage systems like this I tend to just have them dead anchored and change out/blend overlay the images. It saves the effort of dealing with rotations. Have you considered layered overlays and handling it with a tiny selector?
I don’t know about the tiny selector, I’m not sure what that is but I have been using multiple images on top of each other and just swapping them out for variation.
My idea was that if I could rotate them I could get even more variation out of my images so it’s not quite so repetitive, but it’s not absolutely necessary.
Also what do you mean when you say you have them “dead anchored”, is that centered?
Yep! Anchored center and scaling purely with the screen. I definitely understand, and it’s a good idea! Just the automatic anchoring messing with the scale makes that decently harder to do.
Basically the same option system as you have but just having different images for the full canvas.