There’s **2** way you can solve this problem:

By **Changing the Camera FOV**

It is the easiest solution, what you need to do is to set the **Horizontal Camera FOV** to **The expected FOV** or what i prefer **“The design FOV”**

Ex :

```
var designAspect = 2/3; // We'll be using 3 by 2 aspect ratio in Portrait mode
// "Aspect" is width divided by height
var cameraVerticalFOV = camera.fieldOfView; // The camera FOV is the verticall one
var cameraHorizontalFOV = camera.aspect * cameraVerticalFOV;
var horizontalDesignFOV = designAspect * cameraVerticalFOV;
// The verticall FOV is the same because the camera fixed height
var multiplier = (horizontalDesignFOV / cameraHorizontalFOV);
// Multiplies the the vertical camera FOV into the vertical design FOV
camera.fieldOfView *= multiplier;
// Apply the multiplier
```

By **Zooming the camera by moving it foward or backwards**

Here’s an example problem to give you a **Concept**

The **Camera** doesn’t see the full **Object** like you designed before because of the **Camera Dynamic Width**

You need to calculate

**The Distance** to

**Move the Camera** so it can see the full object

Let’s call the line with dashes on it the **Meetup Line**

**P** is the position of the **T** on the **Z-Axis**

**T** is half of the **MeetUp Line**

and **D** is the distance between a **Camera** and the **MeetUp Line**

You just need to find the **Difference** of **D** in **Camera A** and **Design Camera**

Here’s how you can find it :

**First**, calculate the **T**

using the **D** in the **Designed Camera**, let’s say it’s “10 Meters”

```
var designHorizontalFOV = designAspect * camera.fieldOfView;
var designTheta = designHorizontalFOV / 2;
var T = Mathf.Tan(Mathf.Deg2Rad * (designTheta)) * 10;
// "Deg2Rad" convert Degrees to Radians
```

**Then**,

You’ll need to calculate **D** for **Camera A**

```
var horizontalCameraAFOV = camera.aspect * camera.fieldOfView;
var horizontalCameraATheta = horizontalCameraAFOV / 2;
var cameraA_D = T / Mathf.Tan(Mathf.Deg2Rad * horizontalCameraATheta); // Get the "D"
```

**After That**,

you just need to **Subtract** and **Move the Camera**

```
var camera_A_Displacement = cameraA_D - designCamera_D;
// The difference betwen Two "D"
camera_A.transform.localPosition = new Vector3(0,0,-camera_A_Displacement);
// Minus sign to Move the Camera Backwards
```

If you prefer this method you can also **Give a parent to the Camera**, so you can move the camera or rotate it without **Affecting its zoom** by moving or rotating the **Parent instead of the Camera directly**

**I Personally prefer the Second One** because i don’t need to **Mess up with the FOV**

**The screen orientation on this Answer is Portrait**

If there’s a mistake that i made or any explanation that you don’t understand, Please tell me.