Itâs been quite a while since I looked at Glitch Garden lectures, so I was merely comparing your settings to the ones in the completed project I have at this end, the only downside of that approach is that it is easy to include stuff that you may not have got to yet. Iâd have thought this may have already been covered as it is effectively to do with the playspace, but canât be 100% certain.
You can, of course, just download the project âas it wasâ from the end of the previous lecture(s) by using the GitHub links. I recall we talked about Git before, but if youâre not massively comfortable with it yet you can just use the download link. Just make sure you put the extracted files into a separate folder so that you have the âcourse versionâ and âyour versionâ separately. That way you can compare settings more easily between the two - hand to see if things like the above were already covered or not.
Regarding the grass sprites I saw you mentioned, I would continue with the course âas isâ for now if I were you. There are some bits and pieces that cover the mouse click detection for placing defenders and so on which may cause you some other minor headaches if you stray too far from the path. You could of course come back afterwards and see if you could improve the background yourself.
From memory, even by following all of the settings and course details I never got the squares of the grass to align âperfectlyâ with grid in Unity, it wasnât really a big issue thought. You will find a few other quirks (read: features) from this game that you may enjoy fixing/enhancing more as you come to them - enjoy!
Updated Sat Apr 07 2018 15:35
Just for reference, in case you want to go back and take a look;
- 16:9 Game view - Lecture 133 âScaling and Aspect Ratiosâ @06:53 (just before and just after)
- Grass Scaling - Lecture 137 âScaling Level Backgroundsâ @04:41 (onwards) - note the UV Rect for the grass image
- The 3.375 value - Lecture 145 âWorld Space UI Canvasâ from the beginning, thereâs a slide which shows the maths for the aspect ratios and minimum requires columns/rows at 4:3 - this is where you see that value for the first time.
- Making the grass squares âsquareâ @02:42 - note the value 6.75 for âgrass squares tallâ
- UV Rect height value of 3.375 explained @04:16
And to answer the question you had about why it works, your camera is set in orthographic view, so the size is set at half of height, thus 6.75 (world units) / 2 = 3.375 - this is covered @12:08
Hope the above is useful for a little review
Note - I spotted that your camera location wasnât set at 5,3,-10. The event camera being set is also covered in the above lecture.