RotateAround works differently on different PC?

Hi. I have this script, attached to my main camera

if (Input.GetKey(KeyCode.Mouse0) && isCanMoveByMouse){               
   float inputX = Input.GetAxis("Mouse X");           
   float inputY = -Input.GetAxis("Mouse Y");

   float newY = Mathf.Lerp(transform.position.y, Mathf.Clamp(transform.position.y + inputY, verticalConstr.min, verticalConstr.max), mouseSensY * Time.deltaTime);
   transform.position = new Vector3(transform.position.x, newY, transform.position.z);
   transform.LookAt(car.position);
   
   transform.RotateAround(car.position, Vector3.up, Time.deltaTime * inputX * mouseSensX;);  
}

if (Input.GetKey(KeyCode.Mouse0) && isCanMoveByMouse){               
   float inputX = Input.GetAxis("Mouse X");           
   float inputY = -Input.GetAxis("Mouse Y");

   float newY = Mathf.Lerp(transform.position.y, Mathf.Clamp(transform.position.y + inputY, verticalConstr.min, verticalConstr.max), mouseSensY * Time.deltaTime);
   transform.position = new Vector3(transform.position.x, newY, transform.position.z);
   transform.LookAt(car.position);
   
   transform.RotateAround(car.position, Vector3.up, Time.deltaTime * inputX * mouseSensX;);

My problem is that I have a different results on two different computers. For example, when I move my mouse from one screen side to another - Camera is rotating on 180 degrees, but on another computer - it is only 70 - 90 degress?

We have absolutely similar mouseSensX, Horizontal sensititvity setting, game is running in editor, 800x600 screen.

Abbreviated from my comments =]

You need to factor in Screen.width and Screen.height into your inputs, so no matter what screen resolution the mouse input is working with, the returned values are always the same.

… to make a quick fix to your project to keep it working as it is, you may have to use something like :

float inputX = ( Input.GetAxis("Mouse X") / Screen.width ) * 1024;  
float inputY = ( -Input.GetAxis("Mouse Y") / Screen.height ) * 768; 

just use whatever resolution you have tested on as the multipliers, then the whole thing should work exactly as before =]