iPhone 4G vs older - objects on screen in camera view and off screen

I have a Apple Touch 2nd gen with a 480x320 screen.
I set the Scene in Unity to be iphone wide 480x320.

I have setup a static camera (camera won’t move in my game) and have setup some static stuff and have stuff instantiating “off screen” flying into the camera visible area on screen. I have set things up so static stuff on the screen is positioned where I want it and I set the initial 3d coordinates for instantiated stuff so it is off screen when it materializes and then flies into the camera visible area.

When I run my game in Unity with Scene at 480x320 or on my Touch 2G all my static objects are where I want on screen and new objects are instantiated “off screen” and fly into the scene from the sides of the screen. All is good.

But if I switch to iPhone 4G 960x640 then, I think, my field of view changes.

Now I can see the “off screen” area where I instantiate the objects (before they fly into view when I was on the 480x320 Scene view).

Now I don’t have an iPhone 4g yet (or ipad) but what I see in Unity is not want. I want to maintain my “off screen” area regardless of screen resolution.

How can I maintain a consistent viewable area for the camera regardless of screen resolution?

So a little more testing and I wonder if this is a problem with Unity Scene display.

I placed a billboard in front of my camera in the iPhone 480x320 Scene and size the billboard so it streched to the edges of the screen. Put a texture on the billboard and ran my game in Unity. In the 480x320 the billboard was visible edge to edge jsut as I had placed it.

Then I switched the Unity Scene to iPhone 4g 960x640 and ran my game in Unity. I note that the in x dimension (960) I can now “see” well off to the sides of the billboard but in the z dimension (640) the billboard still fit properly in the visible area.

I don’t have an iPhone 4 (only a Touch 2G) so I can’t test on the device. Could someone try this experiment on an iPhone 4? Much appreciated!