How do I prevent Screen Point to Ray from jumping location when mouse moves faster than framerate

This is my first question asked on this site. Please let me know if I am breaking any sort of question etiquette. How do I prevent “Screen Point to Ray” from mouse position from jumping location when the user moves the mouse faster than framerate. Essentially my raycast does not shoot on the entire path of the mouse position when the user moves the mouse too quickly acrossed the screen. I assume this is due to the mouse position teleporting rather than actually contacting with every pixel as it moves. I am attempting to have a raycast contact and activate tiles to draw a path for my turn based strategy game project. As the mouse moves over a tile, that tile is activated by the raycast and stored into an array for the path of the unit. The problem is when they are drawing the path, they can jump acrossed the screen and add a tile that is located no where near the connected path.

The position of touches gets captured in synch with Update calls so you can indeed get long gaps between touch positions. I had this problem in a jelly splash type game (tiles not getting selected since a touch wasn’t captured on top of that tile when swiping fast). What I did was determine a max length (size of a tile) and if 2 touches were farther apart than my max distance, I would create fake touches from starting touch position to the next touch position placing them maxDistane apart from eachother.

You say though that the touches/raycasts get recorded “no where near the path” so I’m suspecting there might be something else wrong too.