Lag with input touches, Unity3d problem?

Hello, I’m making a path drawing game and experiencing some lag with the input touches.

Sometimes you get a big gap between the points, when you quickly swipe a circle. I couldn’t find the reason for this, so I tested it on the normal android SDK and experienced a much more fluently touch input. Does anyone know if this a Unity3D related problem, or am I doing someting wrong? Below you can see the screenshots(i can;t manage to place them right here due to some bugs with posting images on the forum, so scroll a litte downwards in my post to see them). Also I provided some code and hope someone knows a solution for this :slight_smile:

function Update () 
 {
 if(Input.touchCount == 1)
 { 
 // touch on screen
 if(Input.GetTouch(0).phase == TouchPhase.Began)
 {
 pos = Input.GetTouch(0).position; 
 ray = Camera.main.ScreenPointToRay(pos);

 if (Physics.Raycast (ray, hit, 50) ) 
 hit.transform.gameObject.SendMessage("TouchBegan") ; 
 }


 if(Input.GetTouch(0).phase == TouchPhase.Moved)
 {

 pos = Input.GetTouch(0).position; 
 // pos = Camera.main.ScreenToWorldPoint(pos);
 hit.transform.gameObject.SendMessage("TouchMoved", pos);


 }



 if (Input.GetTouch(0).phase == TouchPhase.Ended || Input.GetTouch(0).phase == TouchPhase.Canceled)
 {

 hit.transform.gameObject.SendMessage("TouchEnded") ;

 }
 } 

 }

The first screenshot is from Unity, the second is from Android:

1259012--55160--$screenshot unity.jpg
1258946--55148--$screenshot android.jpg

are you using the remote? if so test on device.

These are screenshots from a real device, no remote.