Hi Aren,
I probably wasn't very concise in what I'm trying to achieve in my OP.
Goal - Make scroll view elements scale to scroll view independent of screen resolutionIf you open "No Scaling.png", I'm basically trying to get the rows of the scroll view to scale to the width of the scroll view.
I've tried various UIRoot scaling styles some of which seem to keep the rows correctly scaled, but I'm not entirely sure it's the correct way to do it.
I've also used the following code to manually scale the prefabs widget (m_widget) to match the scroll view edges:
m_widget.leftAnchor.Set(mainMenuAreaTrans, 0f, 0f);
m_widget.rightAnchor.Set(mainMenuAreaTrans, 1f, 0f);
m_widget.ResetAndUpdateAnchors();
Problem 2:After changing the UIRoot scaling to the "Fit" option, the team screen player labels (as shown in "Team Screen - Fit - 1024 x 768.png") are suddenly not in the correct place. However, with only height constrained they appear in the correct place independent of the resolution. Obviously, this isn't the original problem, but they are hugely linked. And it feels like a broader question in terms of what the best UI scaling option would be best for both the scroll view and the player views. The player views themselves (player UILabels) are just labels and sprites (a 2D UI) that are lined up with the 3D models (which always appear in the same places).
If you need any more info / details, I'm happy to share. I know it's a bit of a TL;DR / overflow of info, but I'm just eager to get to the bottom of this

Note: I've compressed the hell out of the screenshots to get them under the 1MB limit, so hopefully they're ok.