desktop,ios and android script differences??

Hi, everyone

i m wondering is there any scripting difference between desktop ios and android scripts.

according to me the main difference is touch scripts desktop and touch devices.
but can i use same touch script on ios and android.

looking forward for your help.

thanx

Here is this from the iOS getting started page:

Unity’s iOS and Desktop Targets
Differ Statically Typed JavaScript

Dynamic typing in JavaScript is always
turned off in Unity when targetting
iOS (this is equivalent to #pragma
strict getting added to all your
scripts automatically). Static typing
greatly improves performance, which is
especially important on iOS devices.
When you switch an existing Unity
project to the iOS target, you will
get compiler errors if you are using
dynamic typing. You can easily fix
these either by using explicitly
declared types for the variables that
are causing errors or taking advantage
of type inference. MP3 Instead of Ogg
Vorbis Audio Compression

For performance reasons, MP3
compression is favored on iOS devices.
If your project contains audio files
with Ogg Vorbis compression, they will
be re-compressed to MP3 during the
build. Consult the audio clip
documentation for more information on
using compressed audio on the iPhone.
PVRTC Instead of DXT Texture
Compression

Unity iOS does not support DXT
textures. Instead, PVRTC texture
compression is natively supported by
iPhone/iPad devices. Consult the
texture import settings documentation
to learn more about iOS texture
formats. Movie Playback

MovieTextures are not supported on
iOS. Instead, full-screen streaming
playback is provided via scripting
functions. To learn about the
supported file formats and scripting
API, consult the movie page in the
manual.

And from the android page:

How Unity Android Differs from Desktop
Unity Strongly Typed JavaScript

For performance reasons, dynamic
typing in JavaScript is always turned
off in Unity Android, as if #pragma
strict were applied automatically to
all scripts. This is important to know
if you start with a project originally
developed for the desktop platforms
since you may find you get unexpected
compile errors when switching to
Android; dynamic typing is the first
thing to investigate. These errors are
usually easy to fix if you make sure
all variables are explicitly typed or
use type inference on initialization.
ETC as Recommended Texture Compression

Although Unity Android does support
DXT/PVRTC/ATC textures, Unity will
decompress the textures into RGB(A)
format at runtime if those compression
methods are not supported by the
particular device in use. This could
have an impact on the GPU rendering
speed and it is recommended to use the
ETC format instead. ETC is the de
facto standard compression format on
Android, and should be supported on
all post 2.0 devices. However, ETC
does not support an alpha channel and
RGBA 16-bit will sometimes be the best
trade-off between size, quality and
rendering speed where alpha is
required.

It is also possible to create separate
android distribution archives (.apk)
for each of the DXT/PVRTC/ATC formats,
and let the Android Market’s filtering
system select the correct archives for
different devices (see Publishing
Builds for Android). Movie Playback

Movie textures are not supported on
Android, but a full-screen streaming
playback is provided via scripting
functions. To learn about supported
file formats and scripting API,
consult the movie page or the Android
supported media formats page.

Hope it helps!

No, I think the android and iOS scripting is the same, so you should be good to go.