I have implemented a system where the player can rotate the camera and so far it has worked great on Android. Running the same code on an iOS tablet with roughly the same ppi results in a drastically increased rotation sensitivity.
Here is the code I have on my camera:
var t = Input.GetTouch(0);
float dt = Time.deltaTime / t.deltaTime; //sometimesTouch.deltaTimeis0 :/
if (float.IsNaN(dt) || float.IsInfinity(dt))
dt = 1.0f;
x_velocity += t.deltaPosition.x * dt * 0.2f;
y_velocity += t.deltaPosition.y * dt * 0.2f;
transform.rotation = Quaternion.Euler (y_velocity, x_velocity, 0);
transform.position = Focus.position + Rot * newVector3(0.0f, 0.0f, -Distance);
I’m thinking perhaps I should put this sort of thing in FixedUpdate()? Anyone have any ideas?