Android Game Problems

Hello guys
First I have asked a question in this thread http://forum.unity3d.com/threads/168075-Android-Game-Performance, and this is the second part.

  1. Rendering Path: I have tried to decrease the Renderring Path from Defferred Lighting to Forward Rendering. The point is that on my mobile (nexus7) I get anyway VertexLit. To set renderring path I go in Build Setting - PlayerSettings - PC and Mac Standalone - Rendering Path. Might this set only on pc and mac? I need to set it on android. How to do it?

  2. Occlusion Culling. Everything now is going well, I have occluded my scene and before I have cutted the mesh of the hole scene. I have some points in the track where occlusion culling stops renderring of everything. I see only half vehicle body, and skybox. I don’t see anymore of the track. This happens only for some frames, and at only some exact places. So I thought that there might be a problem with my setting of occlusion culling. But what might me? I have setted
    Near Distance: 0.1
    Far Distance: 10 - I am using 10 because my camera will automatically force to render to 400.
    How to fix this?

  3. Vehicle Reflections: is there any thing to get little easy and light reflections which can work on mobile?
    Thanks. bye

I can answer for 1 - Unity doesn’t support deferred lighting on mobile devices. I’m pretty sure the default is forward rendering, though you can set it to use Vertex Lit on a camera-by-camera basis (Rendering Path is an option on the Camera).

1 - I have trouble shooted enough, I also made occlusion culling work properly, and created a low poly geometry. The game is really light. But unity renders with vertex lit. Why?
2 - Resolved lonely.
3 - Resolved lonely.