I’ve tried using the usual Camera.main.ScreentoWorldPoint(Input.GetTouch(0).position) but when I test it on my ios device the object(sprite) was really off from where I touch on the screen. I’ve set the screen to iphone landscape and whatever size I set the camera the result is still the same.
I tested and it works for me with a 2D sprite, but you need to add the z distance from the camera to be larger than nearClipPlane. Check the documentation:
Touch.position is a Vector2D, it’s converted to Vector3D with z = 0, so you need to do something like this:
Camera.main.ScreenToWorldPoint(new Vector3(Input.GetTouch(0).position.x, Input.GetTouch(0).position.y, 3))
you can also check your canvas settings, try using UI Scale Mode as Constant pixel size with screen space render mode.
There’s a channel called Samyam, she has explained the exact same thing, Search Unity New Input System touch samyam, on youtube.