Targeting multiple display resolution in 2D games

I am trying to create 2D game in Unity but I want to consider wide variety of android devices for this. But I found that game area is cropped differently per resolution change.

Also I already run demo 2D Platformer game in different devices but I found same situation in this game also.

2D Platformer

So how to handle this situation in Unity 2D game development?

I got my thing worked by using following code snippets. I pasted it for helping other members.

public class ControllingCameraAspectScript : MonoBehaviour
{

    // Use this for initialization
    void Start()
    {
        // set the desired aspect ratio (the values in this example are
        // hard-coded for 16:9, but you could make them into public
        // variables instead so you can set them at design time)
        float targetaspect = 16.0f / 9.0f;

        // determine the game window's current aspect ratio
        float windowaspect = (float)Screen.width / (float)Screen.height;

        // current viewport height should be scaled by this amount
        float scaleheight = windowaspect / targetaspect;

        // obtain camera component so we can modify its viewport
        Camera camera = GetComponent<Camera>();

        // if scaled height is less than current height, add letterbox
        if (scaleheight < 1.0f)
        {
            Rect rect = camera.rect;

            rect.width = 1.0f;
            rect.height = scaleheight;
            rect.x = 0;
            rect.y = (1.0f - scaleheight) / 2.0f;

            camera.rect = rect;
        }
        else // add pillarbox
        {
            float scalewidth = 1.0f / scaleheight;

            Rect rect = camera.rect;

            rect.width = scalewidth;
            rect.height = 1.0f;
            rect.x = (1.0f - scalewidth) / 2.0f;
            rect.y = 0;

            camera.rect = rect;
        }
    }

}