@Magenda - the easiest solution will always be to use content scaling, most likely "letterbox", and then fill the extra space with nonessential content. I'm not sure "zoomStretch" is all that useful in the real world; it was more or less included just for logical completeness.
What I said in the other thread was to use display.contentHeight to get the bottom edge of the screen in scaled coordinates, and then use that as a reference for placing anything that needed to be at the bottom.
Alternatively, set yAlign = "bottom" in config.lua, which will ensure that the base content is always aligned with the bottom of the physical screen, although the top will then be variable. This might be fine if the top is just the sky, etc.
Another option, for a game with a platform at the bottom, would be to use the "zoomEven" scaling mode, which would keep both the top and bottom edges constant across iPhone and Android, but would crop the sides tighter on Android than on iPhone. That might be less work than having to manually reposition some game objects bases on the screen size, but it would mean having non-essential content at the sides.
In short, there is no way to keep all four corners aligned across different screen shapes AND not stretch the content. Since stretching the content is mostly unacceptable, you need to choose what is most important to align (and what can be potentially cropped), and this will depend on your specific design goals.
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