I created a very simple scene, to understand how screen scaling works in Unity. The scene has only a SpriteRenderer object and a TextMeshPro object - no Canvas or other UI elements. The TextMeshPro object is set to "Auto Size" (the SpriteRendered does not have such setting). Here is what happens when I change the screen size:
With a fixed aspect ratio, both the text and the sprite change their size, both when I change the height and when I change the width. But with a free aspect ratio, the text and the sprite change their size when I change the height, but NOT when I change the width.
This is quite confusing. What exactly would happen when I run the games on real screens - would the text and image scale appropriately? If not, what should I do in order to ensure that the text and image always scale?
NOTE: When I uncheck the "Auto Size" setting of the TextMeshPro, I get exactly the same behavior. So I am not sure why it is needed.