Player input independent of frame rate?

Hi, I’m trying to work out the best way to calculate player input independent of frame rate?
ie. if the game stutters or player changes to a lower/higher frame rate, looking around in first person always feels the same.

I know Unity is working on separating input from the main thread in a future update, but has anyone any ideas on how best to go about it currently? (version 5.3.5/5.4)

If I do all my input calculations in FixedUpdate it seems to work nicely, but I get a strange stuttering effect which looks to be caused by the framerate and the input being out of sync sometimes.

If I calculate everything in Update, I can’t seem to then get it to be framerate independent, as input will feel broken at low frame rates and way too sensitive at high ones.

Any help or ideas would be very welcome, cheers!

Simple answer. Now you can’t. Unless you write your own library for getting inputs, but then you will have to compile it for every platform you want to use.