I am using Unity3D, and I am building an isometric world by rotating a plane on the Y axis by 4.205 units.

I am using an orthographic camera. I want to constrain the camera so that the viewport never shows the area outside of the world (in green). 

[![Isometric map](https://i.stack.imgur.com/6n2CM.png)](https://i.stack.imgur.com/6n2CM.png)

1. How can I calculate the corner points of my rotated plane in screen coordinates, represented by green?
2. How do I stop the camera from scrolling to prevent it from showing the area outside the world, represented by gray?