//check camera forward is facing downward
if (Vector3.Dot(Camera.main.transform.forward, Vector3.down) > 0)
{
//position the focus finding square a distance from camera and facing up
findingSquare.transform.position = Camera.main.ScreenToWorldPoint(center);
//vector from camera to focussquare
Vector3 vecToCamera = findingSquare.transform.position - Camera.main.transform.position;
//find vector that is orthogonal to camera vector and up vector
Vector3 vecOrthogonal = Vector3.Cross(vecToCamera, Vector3.up);
//find vector orthogonal to both above and up vector to find the forward vector in basis function
Vector3 vecForward = Vector3.Cross(vecOrthogonal, Vector3.up);
findingSquare.transform.rotation = Quaternion.LookRotation(vecForward, Vector3.up);
}