2d roguelike tutorial board manager issues

Hey folks, I’m on lesson 5 of the 2d roguelike tutorial (see here) and when I play the scene after building the test game manager script I’m getting some really odd results:

You might not be able to tell, but I think it’s rendering correctly as far as outer wall, inner walls, food, enemies, etc. but the spacing is so out of whack it’s crazy. When I thought it was a code issue I went to the previous lesson and copy/pasted it into my boardManager file and got the exact same results. I’ll post them here for reference:

Board Manager:

    using UnityEngine;
    using System;
    using System.Collections.Generic;       //Allows us to use Lists.
    using Random = UnityEngine.Random;      //Tells Random to use the Unity Engine random number generator.
    namespace Completed
    	public class BoardManager : MonoBehaviour
    		// Using Serializable allows us to embed a class with sub properties in the inspector.
    		public class Count
    			public int minimum;             //Minimum value for our Count class.
    			public int maximum;             //Maximum value for our Count class.
    			//Assignment constructor.
    			public Count (int min, int max)
    				minimum = min;
    				maximum = max;
    		public int columns = 8;                                         //Number of columns in our game board.
    		public int rows = 8;                                            //Number of rows in our game board.
    		public Count wallCount = new Count (5, 9);                      //Lower and upper limit for our random number of walls per level.
    		public Count foodCount = new Count (1, 5);                      //Lower and upper limit for our random number of food items per level.
    		public GameObject exit;                                         //Prefab to spawn for exit.
    		public GameObject[] floorTiles;                                 //Array of floor prefabs.
    		public GameObject[] wallTiles;                                  //Array of wall prefabs.
    		public GameObject[] foodTiles;                                  //Array of food prefabs.
    		public GameObject[] enemyTiles;                                 //Array of enemy prefabs.
    		public GameObject[] outerWallTiles;                             //Array of outer tile prefabs.
    		private Transform boardHolder;                                  //A variable to store a reference to the transform of our Board object.
    		private List <Vector3> gridPositions = new List <Vector3> ();   //A list of possible locations to place tiles.
    		//Clears our list gridPositions and prepares it to generate a new board.
    		void InitialiseList ()
    			//Clear our list gridPositions.
    			gridPositions.Clear ();
    			//Loop through x axis (columns).
    			for(int x = 1; x < columns-1; x++)
    				//Within each column, loop through y axis (rows).
    				for(int y = 1; y < rows-1; y++)
    					//At each index add a new Vector3 to our list with the x and y coordinates of that position.
    					gridPositions.Add (new Vector3(x, y, 0f));
    		//Sets up the outer walls and floor (background) of the game board.
    		void BoardSetup ()
    			//Instantiate Board and set boardHolder to its transform.
    			boardHolder = new GameObject ("Board").transform;
    			//Loop along x axis, starting from -1 (to fill corner) with floor or outerwall edge tiles.
    			for(int x = -1; x < columns + 1; x++)
    				//Loop along y axis, starting from -1 to place floor or outerwall tiles.
    				for(int y = -1; y < rows + 1; y++)
    					//Choose a random tile from our array of floor tile prefabs and prepare to instantiate it.
    					GameObject toInstantiate = floorTiles[Random.Range (0,floorTiles.Length)];
    					//Check if we current position is at board edge, if so choose a random outer wall prefab from our array of outer wall tiles.
    					if(x == -1 || x == columns || y == -1 || y == rows)
    						toInstantiate = outerWallTiles [Random.Range (0, outerWallTiles.Length)];
    					//Instantiate the GameObject instance using the prefab chosen for toInstantiate at the Vector3 corresponding to current grid position in loop, cast it to GameObject.
    					GameObject instance =
    						Instantiate (toInstantiate, new Vector3 (x, y, 0f), Quaternion.identity) as GameObject;
    					//Set the parent of our newly instantiated object instance to boardHolder, this is just organizational to avoid cluttering hierarchy.
    					instance.transform.SetParent (boardHolder);
    		//RandomPosition returns a random position from our list gridPositions.
    		Vector3 RandomPosition ()
    			//Declare an integer randomIndex, set it's value to a random number between 0 and the count of items in our List gridPositions.
    			int randomIndex = Random.Range (0, gridPositions.Count);
    			//Declare a variable of type Vector3 called randomPosition, set it's value to the entry at randomIndex from our List gridPositions.
    			Vector3 randomPosition = gridPositions[randomIndex];
    			//Remove the entry at randomIndex from the list so that it can't be re-used.
    			gridPositions.RemoveAt (randomIndex);
    			//Return the randomly selected Vector3 position.
    			return randomPosition;
    		//LayoutObjectAtRandom accepts an array of game objects to choose from along with a minimum and maximum range for the number of objects to create.
    		void LayoutObjectAtRandom (GameObject[] tileArray, int minimum, int maximum)
    			//Choose a random number of objects to instantiate within the minimum and maximum limits
    			int objectCount = Random.Range (minimum, maximum+1);
    			//Instantiate objects until the randomly chosen limit objectCount is reached
    			for(int i = 0; i < objectCount; i++)
    				//Choose a position for randomPosition by getting a random position from our list of available Vector3s stored in gridPosition
    				Vector3 randomPosition = RandomPosition();
    				//Choose a random tile from tileArray and assign it to tileChoice
    				GameObject tileChoice = tileArray[Random.Range (0, tileArray.Length)];
    				//Instantiate tileChoice at the position returned by RandomPosition with no change in rotation
    				Instantiate(tileChoice, randomPosition, Quaternion.identity);
    		//SetupScene initializes our level and calls the previous functions to lay out the game board
    		public void SetupScene (int level)
    			//Creates the outer walls and floor.
    			BoardSetup ();
    			//Reset our list of gridpositions.
    			InitialiseList ();
    			//Instantiate a random number of wall tiles based on minimum and maximum, at randomized positions.
    			LayoutObjectAtRandom (wallTiles, wallCount.minimum, wallCount.maximum);
    			//Instantiate a random number of food tiles based on minimum and maximum, at randomized positions.
    			LayoutObjectAtRandom (foodTiles, foodCount.minimum, foodCount.maximum);
    			//Determine number of enemies based on current level number, based on a logarithmic progression
    			int enemyCount = (int)Mathf.Log(level, 2f);
    			//Instantiate a random number of enemies based on minimum and maximum, at randomized positions.
    			LayoutObjectAtRandom (enemyTiles, enemyCount, enemyCount);
    			//Instantiate the exit tile in the upper right hand corner of our game board
    			Instantiate (exit, new Vector3 (columns - 1, rows - 1, 0f), Quaternion.identity);

Game Manager:

using UnityEngine;
using System.Collections;

namespace Completed

	public class GameManager : MonoBehaviour {

		public BoardManager boardScript;
		private int level = 3;
		void Awake ()
			boardScript = GetComponent<BoardManager> ();
			InitGame ();
		void InitGame()
			boardScript.SetupScene (level);

		void Update() {



Any help or guidance would be appreciated! Thanks.

Thanks Reddit: Reddit - Dive into anything

@lemmons Thanks for reaching out on reddit. This saved me so much time on my own project! Also thanks for posting the link!

Hope the rest of the tutorial went well!