simple algorithm, problems with lag [mobile]

i made a simple character movement patern and it works fine on my pc.
the img is a simple vresion of it.
it does make save points each turn that is something were to go wrong it would reset the character to its previous save point. and that works fine on the pc.

but on the phone it somtimes walk thrue walls.

i seem to have more problems with the s3 mini than my s2+
wich only occasionaly has this problem.

the sides are checked with raycasts and it all happens in the same update in one object.

acording to the profiler only rendering seems to be a bit high. the rest seems fine i get 30 to 40 fps on my s2+ and 14 to 18 on the s3 mini.
i have a max of 40 drawcalls and about 60 batches. all img are on 16 bit 256. their is still no sound in game.
how can i improve this ?

Are you asking about lag, or about faulty logic? Walking through walls is nothing to do with your draw calls.
It’s very hard to answer without seeing your code. I’m assuming that “open” means “can move in that direction”. Your logic says “if front is not open, and left is not open, and right is not open, then turn (you don’t specify which way) and move forward”. That would seem wrong, no, since you’ve just established that you can’t move in any direction?

i lowerd my time stamp to a 0.03 fixed timestep with a maximum of about 0.05. and nog wi get 20/30 fps on the s3 mini and 40/60 fps on my s2+ and all of the problems are gone.