iPhone and iPad Touch differences

I have a game, Letter Slide where you slide tiles around the grid. The game is similar to the old numbered slider puzzles.

Everything works great on the iphone and when I changed the settings to the ipad and slide the tiles really fast on the ipad the tiles move awkwardly in the grid. (I am using lerp for transformations, not physics or anything)

I thought disabling multitouch would fix this problem but iPhoneInput.multiTouchEnabled isn’t even recognized by the unity editor when I try to set it to false.

does this switch work? Its the same code as the iphone version.

I know hardware wise the ipad can have 10-11 touches and the iPhone version is 5-6 but I don’t know any other difference.

The problem on the ipad is not multitouch, the cpu is more than fast enough, stelar faster than on the other.

the problem is that it has the 3GS graphic chip, yet it must render 5.2 times as many pixels.

if you just scale up an iphone game to the new resolution you are likely going to be biten unless you ensured to not use transparency unless needed for sure and that you don’t overdraw stuff, because fillrate is the major bottleneck on the ipad. (you can draw the whole screen pixel amount 2 perhaps 3 times per frame if you want to remain in the playable FPS range)

Are you using Time.deltaTime in the lerp? If not the movement becomes frame dependent, which you don’t want as it will behave differently on different framerates.

you must have a strange iTouch if you don’t have BT, because BT was added with the original 2nd gen iTouchs already to enable that nike thingy