Diffrent Player Speed in build game

So, when i put the Player Speed on 1500, in unity it feels great to play. When i build the game and install it on my Phone tough, the Player goes nuts. Its so fast it even goes throug walls. I already multiply the movement with Time.deltaTime. How can i fix this?
Heres my Code:

using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    [SerializeField] private FixedJoystick joystick;

    [SerializeField] private Rigidbody2D rigidbody;

    [SerializeField] private float playerSpeed;

    // Update is called once per frame
    void Update()
    {
        Vector2 moveInput = joystick.Direction * playerSpeed * Time.deltaTime;

        rigidbody.velocity = moveInput;
    }
}

You’re double-dipping on attempts to make this framerate-independent. This, in turn, makes it framerate-dependent again. Rigidbody(2D).velocity is a per-second speed, so factoring Time.deltaTime into your input overshoots and recreates a framerate-dependency.

Note: You’re going to need to reduce your playerSpeed by ~60x (assuming 60fps in testing environments) to get your approximate intended speed back.

// Depending on exact versions and settings, this approach may be
// overdoing it a bit in terms of complexity
Vector2 moveInput;
void Update()
{
	moveInput = joystick.Direction * playerSpeed;
}

void FixedUpdate()
{
	rigidbody.velocity = moveInput;
}