Movement lags on mobile, but in editor is good

Hey guys, I have a square that i move by using this couroutine

private IEnumerator Move(int steps)
    var shape = particleSystem.shape;

    for(int i = 0; i < steps; i++)
        if (canMove(dir))
            isMoving = true;
            shape.rotation = new Vector3(0f, yParts(), 0f);
            float elapsedTime = 0;
            startPos = transform.position;
            targetPos = startPos + dir;

            while(elapsedTime < timeToMove)
                transform.position = Vector2.Lerp(startPos, targetPos, (elapsedTime / timeToMove));
                elapsedTime += Time.deltaTime;
                yield return new WaitForEndOfFrame();
            transform.position = targetPos;
            isMoving = false;

In editor it works fine, but on mobile movement isn’t smooth. It isn’t fps problem, because I have particles on the scene and they goes correctly.
I thought the trouble is that I am adding Time.deltaTime, but i’m doing it more often then Time.deltaTime. So I tried changed yield return null with yield return new WaitForEndOfFrame();. It makes better, but i don’t sure. Anyway result is different from the one in the editor. Will be pleasure for any help, and sorry if my English isn’t good.

Also i tried to change yield return null with yield return new WaitForFixedUpdate, and it didn’t go smootly in editor and mobile. After that i tried to change rate of fixedupdate in preferences form 0.2 to 0.1, and it became as it was in the beginning.