Scene spawns in different positions on different devices

Hello, I have a three.js scene with 2 cubes on it. In my Webbroswer, the coordinates system spawns always in the center of my screen. When I build it for android, the coordinate system spawns on the left or right side from the center. I can see it only when I move my smartphone to this direction. I want to spawn my coordinate always in the middle. How can I archive this?

		const scene = new THREE.Scene();
				const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
				camera.lookAt(scene.position);
				camera.position.set(0.6015384612454009, 0.7921713421031207, 2);
				const renderer = new THREE.WebGLRenderer({alpha: true});
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );
				const positionController = new DeviceOrientationControls(camera);
				const geometry = new THREE.BoxGeometry();
				const material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
				const cube = new THREE.Mesh( geometry, material );
				const pos1 = new THREE.Mesh( geometry, material );
				const pos1Vektor = calcPosFromLatLonRad(52.6101477, 12.3625582, 0.5);
				const pos1X = pos1Vektor[0];
				const pos1Y = pos1Vektor[1];
				const pos1Z = pos1Vektor[2];
				pos1.position.set(pos1X, pos1Y, 0.5);
				pos1.scale.set(0.1, 0.1, 0.1);
				scene.add( pos1 );
				const axeshelper = new THREE.AxesHelper(5);
				scene.add(axeshelper);
				const pos2cheBox = new THREE.BoxGeometry();
				const pos2cheMat = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
				const pos2che = new THREE.Mesh( pos2cheBox, pos2cheMat );
				const pos2cheVektor = calcPosFromLatLonRad(52.387237548828125, 9.9, 0.5);
				const pos2cheX = pos2cheVektor[0];
				const pos2cheY = pos2cheVektor[1];
				const pos2cheZ = pos2cheVektor[2];
				pos2che.scale.set(0.1, 0.1, 0.1);
				pos2che.position.set(1, 1, 0.5);
				scene.add( pos2che );
				const animate = function () {
					requestAnimationFrame( animate );
					positionController.update();
					renderer.render( scene, camera );
				};
		animate();
	}