Hi.
Currently i’m using CocosBuilder as UI editor, and i’m quite happy with it. But as it not supported anymore , i started to look onto CocoStudio. And i can’t understand how it works with different aspect ratios. Seems like it works correctly indside cocostudio, but when scene loaded in cocos2d-x - it has dimensions that was published
What i mean:
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i want to pin stats node to the top, so i set it’s position to 100%;
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then, if i change resolution inside cocostudio - this node correctly displayed on the top (like on the next screenshots):

notice, that stats node correctly displayed on the top in both cases. -
but when i publish it and run on the device, it will be displayed in the resolution that was published. E.g. if in cocostudio was selected resolution 640x960, but it launched on iPhone 6:

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if i publish project with selected resolution 640x1136 it will be displayed correctly on iPhone 6, but not correctly on iPhone4/iPad.
So, how these situations usually handled? Or everybody uses ResolutionPolicy::EXACT_FIT? (that not acceptable for me).
I have read the sources, and seems like UI module support percentage positions, pins, parent sizes changes, etc. But why the scenes loaded in the resolution that was published, and not on the game resolution?
Used Cocostudio 2.2.8, MacOS.
Thanks!

