Didn't you email me about this?
In case you missed it or the email didn't go through, here's the advice I gave:
Did you check out the documentation on player/camera controls?
There’s some information on using custom controls available as well.
Basically, you just need to register components with ORK to allow ORK enabling/disabling them. You can also add multiple components to be turned on/off with player controls (or camera controls).
In some cases you might need a wrapper component to work between ORK and your custom controls, e.g. if some additional setup is needed (e.g. setting the control’s player game object or something like that). The documentation has some examples for camera control wrappers.
You probably already found the settings in ORK for player switching, if not, you can find that in Base/Control > Game Controls > ORK Game Controls > Group Member Keys. Alternatively, you can also use schematics (e.g. via global machines or machine components on game objects) to handle something like this.
A move AI example to have the group members not controlled by the player follow the player is part of the 3D RPG Playground tutorials.
The move AI supports NavMesh out of the box, but you can also use other solutions, e.g. here’s an extension to use A* pathfinding.