Weird point lighting issue

ok so we have a Droid/iOS app. There is a campfire scene… there is 1 point light for the campfire, and a lightmap.
This all looks great in editor on mac and on PC.
But on iOS device strange things happen…

The point light only seems to affect… objects with diffuse-alpha.
Everything else is not affected by the point light, but still shows the pre-baked light-maps.
A character that is loaded in separately after the scene is loaded (animated character) with bumped-diffuse is also not lit by the point light (only ambient)

Why ?

Our quality settings allow 2 pixel lights (even though we only have 1 in use)
We tried deleting all the light maps, but the point light still only affects a couple of objects, and the rest is now black without the light maps.
The light is set to light all layers.

The shaders on the objects/scene are nothing special… default unity shaders… mostly everything is just ‘diffuse’ shader
The bush is mobile/diffuse-double sided
The character is bumped-diffuse

We have other scenes with directional lights, working with pixel lights + lightmapping on iOS/droid hardware.

any help appreciated, thanks

ok solved… our point light had a small radius and intensity of about 6
thes looks perfect/great in editor on pc and mac,
but on device (ios + android) it appears to cap the brightness, and as such looks black/dark.

setting the intensity to 1, and the radius huge, then shows up on iOS and Droid, though the actual bright/lit area is only very small near the center of the sphere… this seems like a bug/error in the way the light falls off with range. Many objects are now lit with the point light (of very dim / innefectual brightness), that do not need lighting.

Would be nice if the point lights had options for fall off… linear, exponential etc…