I'm using rectangular image, as that makes it easier for the game to read texture overlap. But whenever i unwrap a mesh, it gets stretched along longer side. So even a cube with square faces gets its faces as rectangular on UV. Scaling back to 1 doesn't do anything as i can create even an absolutely new cube mesh and it does the same silly thing.
Apart from manual adjuststing (scaling) on y-axis (usually it's y-axis), is there any other way to prevent this from hapenning at all? It's still easy if i have that image say 500pixels on 1000 pixels - i've got to type in 0.5 each time when scaling down a bunch of UV faces. But that's not the point here.
Edit: Thought that would have been self explanatory, sorry - here is a screenshot.
