Movie Play Full Screen

In my game I am building it so that onece you complete the level it loads another scene that would be the cutscene and after the move completes it loads my next game playe. Where my problem comes in is making it so that my movie plays full screen. Currently my movie is on a plane with the fallowing code on it.

function Start(){
    renderer.material.mainTexture.Play();
    yield WaitForSeconds(8);
    Application.LoadLevel("Boat");
    
}

GUI.DrawTexture(Rect(0,0,Screen.width,Screen.height),MovieTexture,ScaleMode.StretchToFill);

then play the movie texture using MovieTexture.Play();

you may also want to set Screen.fullScreen = true;

and hide the cursor using Screen.showCursor = false;

and when Escape is pressed and released you may want to re-show the cursor and minimize the screen to its original location:

    function Update() {
    if (Input.GetKeyUp(KeyCode.Escape)) {
        Screen.showCursor = true;
        Screen.fullScreen = false;
        // in webplayer the fullscreen mode is automatically escaped when "Escape" is pressed
   }
}

Got most of this code from somewhere else on this site. Added the part to keep the video ratio (ex. 16:9)

#pragma strict
//MovieTexture VideoTexture;
var movieTexture = new MovieTexture();
var goToScene : String;

function Start(){
//MovieTexture.Play();
movieTexture.Play();
while (!movieTexture.isReadyToPlay)
yield;

// Initialize gui texture to be 1:1 resolution centered on screen
guiTexture.texture = movieTexture;

transform.localScale = Vector3 (0,0,0);
transform.position = Vector3 (0.5,0.5,0);
print("H"+movieTexture.height);
print("W"+movieTexture.width);
print(1.0*movieTexture.height/movieTexture.width);

//Keep Ratio (ex. 16:9)
guiTexture.pixelInset.xMin = -Screen.width / 2;
guiTexture.pixelInset.xMax = Screen.width / 2;
guiTexture.pixelInset.yMin = -(1.0*movieTexture.height/movieTexture.width*Screen.width) / 2.0;
guiTexture.pixelInset.yMax = (1.0*movieTexture.height/movieTexture.width*Screen.width) / 2.0;

//Stretch video to full screen
/*guiTexture.pixelInset.xMin = -movieTexture.width / 2;
guiTexture.pixelInset.xMax = movieTexture.width / 2;
guiTexture.pixelInset.yMin = -movieTexture.height / 2;
guiTexture.pixelInset.yMax = movieTexture.height / 2;*/

// Assign clip to audio source
// Sync playback with audio
audio.clip = movieTexture.audioClip;

// Play both movie & sound
movieTexture.Play();
audio.Play();

}

// Make sure we have gui texture and audio source
@script RequireComponent (GUITexture)
@script RequireComponent (AudioSource)