You're using Sprites Unity Complex as your animation engine, I take it? Please post a shot of the Hotspot's Inspector, and that of the Interaction that it runs.
All text is gathered when you click on Gather text - both speech and non-speech. Try temporarily unchecking the Use speech tags? option in the Edit speech tags window - does that show anything up?
The saving of function parameters within the Object: Call event Action is not something that's currently possible. It's my understanding that this is due to the Unity side of things, unfortunately.
Welcome to the community @Plank, and thank you for the in-depth details of your issues! Though I apologise you're having some trouble this early on.
1) In order for the Interaction elements in your Menu to be properly synchronised with the Hotspot…
Thanks for posting this. I'll have to look into it more thoroughly but it does indeed sound like a bug. In the meantime, creating an "empty" Player with no graphics should be enough - the Character Wizard will expect some, but simply att…
Once a GameObject is disabled, Unity has trouble find it again, hence the error message.
This is why AC does not come with such a script. Instead it is better to disable individual components on an object, or remove it from view with the Object: V…
Does player text show if you don't have an associated lipsync file to go with the speech line? What are the properties of your game's Subtitle Menu? We'll need as much detail as you can provide in order to help effectively.
Check that Subtitles a…
No problem, we're here if you have any related questions. Moveable tracks are related to the physics system showcased in the Physics demo. Cutscenes are simply scene-based ActionLists that have the added advantage of being able to access local var…
If you want to integrate it with inventory clicks, you'll probably want to move it to a Unity UI-based AC Menu, which you can then turn on and off using Actions when the inventory item is interacted with.
If you simply use AC's Menu Manager to link…
As @Alverik states, parameters are primarily intended to be set with the ActionList: Run Action, which allows you to set the values of each parameter the new ActionList holds before it is run. The current "correct" way to do it would be t…
Start by setting your LipSync method in the Speech Manager to Rogo Lip Sync. Next, add "RogoLipSyncIsPresent" into your Scripting Define Symbols box (in Player Settings) as directed by the prompt that appears.
When game text is gathered …
From your wording, it sounds like you don't have any options outside of the box - you state that your Conversation has 10 options, and the DialogList can display up to 10. Am I following that correctly? The behaviour you're getting would be expect…
Scene-based Actions can't exist as prefabs, which is indeed why the ActionList Asset feature exists. Parameters can be created for them (and for scene-based lists too) from the top of their Inspector (see this tutorial).
More info can also be foun…
The call to open the iOS/Android keyboard is made in MenuInput.cs, line 383:
KickStarter.playerMenus.SelectInputBox (this);
Removing it will prevent the keyboard from opening, but as the purpose of AC's Input element on touch-devices is to do sole…