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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.


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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


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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.


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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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