Orthographic Camera

I see a lot of questions on this, with a lot of answers. I’m left a bit confused as to the which is correct.

For an iPhone 4/4s/5, what would be the proper settings for pixel-perfect match?

I created a texture at 640x960 (326ppi), imported it and changed ‘texture type’ to “GUI”.
Applied it to a VertexLit material (no lights needed) and attached it to a 2 triangle plane - How would I match the plane to the texture dimensions?

The Main Camera, I set to Orthographic. I’ve read some say to take the screen height (960) and halve it for the ‘Size’, but I’ve seen elsewhere say the ‘Size’ should be “10”. Which is it? and why?

And then what scale should the plane be to fit? my current scale is (6.4, 1, 9.6), which is smaller than the camera view.

Also the aspect ratio appears to be square-ish, it doesn’t match the proportions of an iphone screen (and the textures). Would I need to edit any other values? what precisely?

Its really an open book on how you set this up. We originally used a smaller ortho size w/objects scaled to 1/10th the size of the texture, but ended up going the other route. We make all of our objects the size of the texture (so a 1024x768 texture would go on a 1024x768 object). There are no ill effects to size really… .its more of a convenience in working on larger assets. From an ortho standpoint, find one that works well for the view size your working with. First make sure you game camera is set to the right aspect (select iPhone 4, iPhone 5, etc) and that will give you a good view of the game camera. Set your ortho so everything is framed and you should be good to go!

thank you for the input, i’m surprised there’s no consensus on this yet. But I scaled my planes to (640, 1, 960) and set my camera to Size 480, all other values were left default (which means 0 or 1), and so far everything looks right. I’m not certain the purpose of setting Size to 5 or 10 as I’ve seen done in certain projects.