I had a few questions regarding the Save System and how it works with Combatants.
1)I'd like to enable the ability to create a character with different race. After some forum digging it seems my best option for race might be conditional prefabs with a global race variable? This would enable me to have multiple race prefabs with different skeletal animations. Does this seem like a good use case for conditional prefabs?
2) I'd like to be able to modify the appearance of the conditional prefab at runtime. Both in the character creation screen and during game play. From what I understand, the Save System can handle some combatant save state but probably not what sprites are currently on a character? Does this mean I have to create custom save data or save this info on game variables?
3) How would I go about saving a list or dictionary in ORK? I'm thinking if ORK doesn't save the information about the instance of the prefab, a list of body parts and current sprites would be used to generate this information on load through a custom script.
4) What information does get saved about combatants?
5) does the combatant need to be spawned in a specific way for saving/loading to work properly (IE. using spawn combatant vs having combatant prefabs placed in the scene beforehand)?