I created a match 3 game without scaling for different devices. Now I am getting into modifying it to support different resolution. This ALL makes no sense to me whatsoever. First of all i have a 128x128 sprite with 128 pixel per unit in unity. The device resolution I am building for is 1080x1920. With an orthographic cam I am putting this sprite in front of the cam and assuming it would take 128 pixels of the screen in width with a scale of 1. It does not. Technically i should be able to put 8.4375 blocks of 128x128 side by side to reach both ends of the screen. it does not. btw this is world scale. The on localScale i am trying to fit blocks and the scale is much bigger on a world scale 1 it becomes like 160 in localScale??? based on what??? and then trying to fit the scale of the collider is a nightmare on itself. i did all this in 3ds max and it fits like a glove 8.3475 blocks of 128x128 on an orthographic camera precisely.
Can someone explain to me what the Scales are based on??? 1 unit of unity should be 128 pixels if defined as so in the sprite import settings and it is not even close to that number.