title: Why when changing resolution while the game is running through the exe built file everything is too blurry and the ui not respond?
body: <p><a href="https://i.stack.imgur.com/QOXEi.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/QOXEi.jpg" alt="Blurry"></a></p>
  
  <p>The default resolution is 1920x1080 and the ui elements are sharp and fine. Once I changed the resolution to 640x480 but it's the same on other resolutions either everything get blurry and the buttons are not responding all I can click on is the RESOLUTION dropdown and change the resolution and if I will change it back to the defalut 1920x1080 then everything will be looking sharp again and I will be able to click on the buttons and change all other ui's.</p>
  
  <p>How can I fix it so on any resolution it will looks sharp and also will respond ?</p>
  
  <p>This is how it looks like on the default 1920x1080 :</p>
  
  <p><a href="https://i.stack.imgur.com/GJ92q.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/GJ92q.jpg" alt="1920x1080"></a></p>
  
  <p>This is my Main Menu hierarchy :</p>
  
  <p><a href="https://i.stack.imgur.com/NVOuq.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/NVOuq.jpg" alt="Main Menu hierarchy"></a></p>
  
  <p>And the script that attached to the Canvas :</p>
  
  <pre><code>using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  using UnityEngine.Audio;
  using UnityEngine.UI;
  
  public class SettingsMenu : MonoBehaviour
  {
      public AudioMixer audioMixer;
      public Text volumeInPercentages;
      public Dropdown resolutionDropDown;
  
      [SerializeField]
      private Slider _volumeSlider;
      [SerializeField]
      private Dropdown _dropDownQuality;
  
      private Resolution[] resolutions;
  
      private void Start()
      {
          resolutions = Screen.resolutions;
          resolutionDropDown.ClearOptions();
  
          List&lt;string&gt; options = new List&lt;string&gt;();
  
          int currentResolutionIndex = 0;
          for (int i = 0; i &lt; resolutions.Length; i++)
          {
              string option = resolutions[i].width + " x " + resolutions[i].height
                   + " " + resolutions[i].refreshRate.ToString() + " Hz";
              options.Add(option);
  
              if (resolutions[i].width == Screen.currentResolution.width &amp;&amp;
                  resolutions[i].height == Screen.currentResolution.height)
              {
                  currentResolutionIndex = i;
              }
          }
  
          resolutionDropDown.AddOptions(options);
          resolutionDropDown.value = currentResolutionIndex;
          resolutionDropDown.RefreshShownValue();
      }
  
      public void SetVolume()
      {
          float volume = _volumeSlider.value;
          Debug.Log("Volume " + volume);
          audioMixer.SetFloat("MusicVol", Mathf.Log10(volume) * 20);
          volumeInPercentages.text = Mathf.Round(volume * 100).ToString() + " %";
      }
  
      public void SetQuality()
      {
          int qualityIndex = _dropDownQuality.value;
          QualitySettings.SetQualityLevel(qualityIndex);
      }
  
      public void SetFullScreen()
      {
          Screen.fullScreen = !Screen.fullScreen;
      }
  
      public void SetResolution()
      {
          Resolution resolution = resolutions[resolutionDropDown.value];
          Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen);
      }
  }
  </code></pre>