Camera to cover entire screen?

I created a new Android 2D mobile project set to the following resolution:

In my scene, I have three 2D sprites and a camera as shown below:

As you can see, the sprites are not being rendered because they’re outside of the camera. I would like the camera to scale and fit to any screen resolution so all of the sprites will be rendered.

I was told there might be a way to do this with cinemachine, so that’s why I’m reposting my question here.

I know I can manually adjust the Position and Size fields of the camera so it covers the entire screen (Transform.Scale doesn’t seem to do anything):

but how can I do this through cinemachine or a script so that it accounts for all resolutions/aspect ratios?

I tried using the following solution (2d - Scale camera to fit screen size unity - Game Development Stack Exchange) but that didn’t work for me.

I think you need to set your canvas’s render mode to Screen Space - Overlay or Camera. Canvas | Unity UI | 1.0.0

This is not related to Cinemachine, so you may find better answers on the ugui forum:

Another option might be to put invisible objects in each of the top-left and bottom-right corners of the screen. Then create a CinemachineTargetGroup, add those objects to the group, with weight1:

8989468--1237594--upload_2023-5-3_11-59-17.png

Then, use that group as a follow target for your CM camera with a FramingTransposer in the Body section. Set the Group Framing Size to 1. The camera will automatically try to include both those objects on screen.