Accelerometer sensitivity settings for the iPhone? Help Please

Pretty straight forward to the point, I created a game on Google Play using this exact code. The Accelerometer is much more sensitive making the game difficult.
Just today I made the iOS version and it’s not very sensitive at all. So I’m trying to boost the sensitivity a little more then what it is now for the IPhone build. How would I go about doing this?? Here is my code.

using UnityEngine;
using System.Collections;

public class Basket : MonoBehaviour {
   
    public Camera cam;
   

    private bool canControl;
   
    // Use this for initialization
    void Start () {
        if (cam == null) {
            cam = Camera.main;
        }
        canControl = false;


    }
   
    // Update is called once per frame
    void Update () {
        Vector3 pos = transform.position;
        pos.z = 0;
        transform.position = pos;
        if (canControl) {
            transform.Translate (Input.acceleration.x, 0, -Input.acceleration.z);
            rigidbody2D.position = new Vector2(
                Mathf.Clamp (rigidbody2D.position.x, -2.7f, 2.7f), 0.0f);
        }
    }
    public void ToggleControl (bool toggle) {
        canControl = toggle;
    }
}

Can’t you just multiply the Input.acceleration with a scale factor? Something like:

float scale = 10f;
Vector3 scaled = Input.acceleration.x * scale;
transform.Translate (scaled.x, 0, -scaled.z);

It’s not working. I get a error saying cannot implicitly convert type 'float to unity engine.vector3

Vector3 must always be (x,y,z) format

For example

Vector3 getPositionTarget = transform.position- new Vector3(0.01f,0.01f,0.01f);

Ooops, my bad, it should of course be:

float scale = 10f;
Vector3 scaled = Input.acceleration * scale;
transform.Translate (scaled.x, 0, -scaled.z);