Physics on Android devices with different performance

I’ve faced a problem: physics works (very) differently on different Android devices.

Example: say we have a ball (rigid body) and want to add power to it by tapping the screen.

Code example:

function FixedUpdate(){
     //get touch phase and add power to the ball
}

Problem:
On low-performance devices the ball gets twice less power than on high-performance devices.

Question:
How to make physics independent of device performance?

Input.touches should only be used in Update since the touch data is updated only each frame. FixedUpdate is called independently from the frame rate so in some cases a single touch can be seen two or more times or it could also be ignored (at high framerates)