public void Create <T>(CharacterInformation info, string bodyPrefabString, string displayPrefabString)
        {
            UnityEngine.Debug.Log("1");
            UnityEngine.Debug.Log(info.Name);
            var bodyPrefab    = Resources.Load <GameObject>(bodyPrefabString).InstantiateClone("testtest");
            var displayPrefab = Resources.Load <GameObject>(displayPrefabString).InstantiateClone("testtest2", false);

            UnityEngine.Debug.Log("2");
            Create <T>(info, bodyPrefab, displayPrefab);
        }
        public void Create <T>(CharacterInformation info, GameObject bodyPrefab, GameObject displayPrefab)
        {
            UnityEngine.Debug.Log("3");

            //Register Skills
            new SkillRegister(bodyPrefab.GetComponentInChildren <SkillLocator>()).RegisterSkills();
            UnityEngine.Debug.Log("4");

            // Register Body Catalog
            var body = bodyPrefab.GetComponentInChildren <CharacterBody>();

            BodyCatalog.getAdditionalEntries += (list) => list.Add(bodyPrefab);

            // Register GenericMainCharacter
            var stateMachine = body.GetComponent <EntityStateMachine>();

            stateMachine.mainStateType = new EntityStates.SerializableEntityStateType(typeof(T));

            // register icon
            //body.portraitIcon = Assets

            if (info.CustomStats != null)
            {
                // Register custom stats
            }

            // Set preferred pod?
            if (body.preferredPodPrefab == null)
            {
                body.preferredPodPrefab = Resources.Load <GameObject>("prefabs/characterbodies/commandobody").GetComponentInChildren <CharacterBody>().preferredPodPrefab;
            }

            // register surv def
            var survDef = new SurvivorDef
            {
                bodyPrefab       = bodyPrefab,
                displayPrefab    = displayPrefab,
                name             = info.Name,
                descriptionToken = info.Description,
                primaryColor     = new Color(1, 1, 1),
                unlockableName   = ""
            };

            SurvivorAPI.AddSurvivor(survDef);
        }