title: Unity3D Input.GetAxis for Mouse not consistent
body: <p>i am working on camera rotations based on mouseInput and i want it to have consistent sensitivity across all framerates. According to the unity documentation, the Input.GetAxis should be inherently framerate independent for the mouse movement. </p>
  
  <p>What I am finding is that when i use the code below and change the framerate from 200+ to 30, the Input.GetAxis is returning very different outputs. For 200+ fps the GetAxis is low around like 2-5 where for 30 fps it is returning around 10-15 for the same mouse movements. Its causes a very drastic sensitivity difference in-game. Am i missing something? Thanks</p>
  
  <pre><code>    public Rigidbody _playerRigidBody;
  private Vector2 _lookInput;
  private void Start()
  {
      //Application.targetFrameRate = 30;
  }
  private void Update()
  {
      _lookInput.x = Input.GetAxis("Mouse X"); 
  
  }
  
  void FixedUpdate()
  {
      var sensitivity = 300f;
      var newPlayerRotation = _playerRigidBody.rotation * Quaternion.Euler(_lookInput.x * sensitivity * Vector3.up * Time.deltaTime);
      _playerRigidBody.MoveRotation(newPlayerRotation);
  
  }
  </code></pre>
  
  <p>}</p>
  
  <p>I have tested everything in this little function and the only thing that causes the issue is the Input.GetAxis. Its inconsistent. Any ideas or solutions or workarounds? </p>