More likely with the new version your game might be running at a slightly faster or slower framerate and it is making the stuttering more noticeable. It was probably always there. In general camera stuttering has to do with:
not moving the camera in cadence with frame updates
A mismatch in the cadence of your camera movement and the movement of the thing it is tracking
stuttery motion of a tracked object.
To help find the source of the stuttering you’d have to explain to us:
How your camera is set up (e.g. are you using cinemachine? a custom camera script?)
How the object your camera is following is moving (Using rigidbody? Custom script? Both?)
Well, this is what we do.
We want the camera to follow two fingers movement on the screen in any direction (we are in a 3D scene), simply as that.
In the phase of TouchPhase.Began we set a startPanPos like this:
...
Vector3 PointFromPlane()
{
//we interpolate to get the position in the middle of the two fingers
Vector2 p = Input.touches.Length > 1 ? Vector2.Lerp(Input.GetTouch(0).position, Input.GetTouch(1).position, 0.5f) : Input.GetTouch(0).position;
Ray tPos = Camera.main.ScreenPointToRay(p);
Plane ground = new Plane(Vector3.forward, new Vector3(0f, 0f, 0f));
float distance;
ground.Raycast(tPos, out distance);
var v3 = tPos.GetPoint(distance);
return v3;
}
...
...
if (Input.touchCount > 1 && Input.GetTouch(1).phase == TouchPhase.Began) startPanPos = PointFromPlane();
...
And then in Update (when TouchPhase.Moved happens) we simply do this:
Vector3 direction = startPanPos - PointFromPlane();
Camera.main.transform.position += direction;