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Well I would give the sprite a line (defined by two x,y coords) and then check for an intersection with the ray line (from player to wall) and use the distance from the collision for the height of the sprite. If there's a sprite that should rotate around the player I would do the player angle - \$\pi/2\$, and then get the line for the intersection using that ...


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You're not maintaining an integer pixel to texel ratio. See some past answers on this topic. The quickest fix is to use the Pixel Perfect Camera in Unity, if you don't want to calculate the ratios yourself. – DMGregory♦ (see comment)


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