Basically: The texture on the unity player is fine, on iPhone it is broken…
How broken?
Basically, the texture on the iPhone looks like it had its resolution on x cut by 2, and on y cut by 8, so it become several large pixels stretched upwards, but still on the correct place (ie: even with the pixels stretched upward, the overall does not look stretchde upward, only like if it was made of vertical 10 pixel long and 2 pixel wide pixels), also the vertical lines vibrate, but in diffrent ways, example: if the object is 20 pixel wide, I see 10 columns of 2 pixel (that is not the exact value, it is an exasmple) that vibrate in diffrent rates, also the object has only like 4 polygons wide, so it is not the texture vibrating within the poly, there are several vibrating coluns inside a single poly, and sometimes over poly divisions.
Check what compression you are using on the iPhone. I had to turn the compression off for my sprites as they ended up with white borders around transparent areas.
You need to specify a little bit more about what you’re using the texture on and what it’s doing. For instance, are you animating the texture by offsetting it? Are you tiling it by extreme amounts? Screenshots always help too.
Well there’s your problem, the iPhone hardware can’t handle that amount of tiling before the UV coordinates become too imprecise. You’ll need to tesselate your geometry that has this tiling texture or use another method to get the same result.