Scaling

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.

Perhaps that have something to do with the camera size, could you post a print?