Have started seeing this issue both on BlueStacks and reported from some users on devices recently that when using:
Screen.SetResolution (supportedWidth,supportedHeight, true);
Instead of scaling the game to fit the whole screen still, it uses the exact pixels of the resolution set. The input is acting as thought its been scaled (I have to tap where I would have to tap if the game scaled correctly). Setting the resolution to the native screen size makes it work correctly but I need to be able to allow users to set lower resolutions depending on how powerful their devices are.