So I have a Canvas, set to Screen Space - Camera and Pixel Perfect. I have a Reference Resolution script on that Canvas set to 640x360. (Slightly odd that the RectTransform then displays 640x359.8939 as the width and height, but I'm sure that's no big deal.) The game is a low-res pixel art game. The pixel-perfect pixel "snapping" (for lack of a better word) seems to function kind of strangely, at least in the realm of individual pixels for pixel-art. When moving sprites they can essentially snap to two different widths. I've also noticed that overlaid sprites of different sizes seem to "snap" in different spaces (i.e. not to the same "pixel"). I've attached a couple of screenshots illustrating the issues. A - The First "Width" B - The Second "Width" Notice the width in relation to the bright purple pixel on the right. Exactly the same scale, just shifted slightly to the right. I'd guess one side is getting rounded up to the next pixel and the other size isn't. Ideally the whole image should shift along one pixel. C These are two separate Images on the same canvas, no scaling or anything. The green line is a single pixel of the image. It should line up exactly with the bottom edge and left edge of the other image but doesn't line up with either. It's entirely possible I'm doing something wrong in either of both of these cases. If not it would be awesome if we could get better support for low-res/pixel-art UIs. This is unfortunately kind of a big issue for our game. I'm loving everything else I've messed with so far!