New answers tagged orientation
Just add a parent transform to the object, make the transform aligned with your model's expected axis, now use the parent transform to reference the child object.
But if your model don't be modeled to get the axis z to front in the modeller program you can't arrange this in unity
Try using transform.up and transform.right instead of Vector3. Vector3 takes the world coordinates and transform.up takes into account the transform's orientation.
I think that your constraints of "don't letterbox" and "support the same viewable area in both orientations" are irreconcilable. I think you need to relax one of those constraints somewhat, and then your question devolves into the already-asked-and-answered question of handling multiple resolutions (see the "Related Questions" sidebar for a collection of ...
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