private void fitnessUpdate()
    {
        Vector3 creature_position = gameObject.transform.position;



        Task t = Task.Factory.StartNew(() => {
            Vector2 proj = Line2D.projection(creature_position, m_controller.GoalLine);


            //Prox to Line
            // float lineProx = (9.8f-((proj - Vector2Calc.fromVector3(creature_position)).magnitude));
            // float fitness = Mathf.Sign(lineProx) > 0 ? Mathf.Pow( lineProx, 2 ) : -Mathf.Pow( lineProx, 2 );


            //Prox to Line + Distance From Origin
            // float lineProx = (9.8f-((proj - Vector2Calc.fromVector3(creature_position)).magnitude));
            // float originDist = (Vector2.zero - Vector2Calc.fromVector3(creature_position)).magnitude;
            // float fitness = Mathf.Sign(lineProx*originDist) > 0 ? Mathf.Pow( lineProx*originDist, 2 ) : -Mathf.Pow( lineProx*originDist, 2 );

            //Distance from origin only if within prox of line
            // float counting = (proj - Vector2Calc.fromVector3(creature_position)).magnitude > 1f ? 0 : 1;
            // float originDist = (Vector2.zero - Vector2Calc.fromVector3(creature_position)).magnitude;
            // float fitness = counting * originDist;

            //Distance from origin only if within prox of line and only above x axis
            float counting   = (proj - Vector2Calc.fromVector3(creature_position)).magnitude > 1f ? 0 : 1;
            float negative   = creature_position.x >= 0 ? 1 : -1;
            float originDist = (Vector2.zero - Vector2Calc.fromVector3(creature_position)).magnitude;
            float fitness    = counting * originDist * negative;

            fit_samples++;
            m_fit_color = fitness;
            m_fitness  += fitness;
        });

        // if(m_fit_color > 0){
        //   m_renderer.color = new Color(0,Mathf.Clamp(0.2f+0.8f*(m_fit_color/98),0,1),0,1);
        // } else {
        //   m_renderer.color = new Color(Mathf.Clamp(0.2f+(-0.8f)*(m_fit_color/98), 0, 1),0,0,1);
        // }

        //COLOR: Distance from origin only if within prox of line
        if (m_fit_color > 0f)
        {
            m_renderer.color = new Color(0, Mathf.Clamp(0.2f + 0.8f * (m_fit_color / 16), 0, 1), 0, 1);
        }
        else if (m_fit_color < 0f)
        {
            m_renderer.color = new Color(Mathf.Clamp(0.2f + (-0.8f) * (m_fit_color / 16), 0, 1), 0, 0, 1);
        }
        else
        {
            m_renderer.color = new Color(0, 0, 0.5f, 1);
        }
    }
    private void fitnessUpdate()
    {
        Vector3 creature_position = gameObject.transform.position;

        //Prox to Line
        float fitlineProx    = (Vector2Calc.fromVector3(gameObject.transform.position) - Line2D.projection(creature_position, m_controller.FitnessLine)).magnitude;
        float healthlineProx = (Vector2Calc.fromVector3(gameObject.transform.position) - Line2D.projection(creature_position, m_controller.HealthLine)).magnitude;

        Task t = Task.Factory.StartNew(() => {
            if ((fitlineProx < healthlineProx) || (healthlineProx > 1))
            {
                float fitness = 10 - (fitlineProx * 10);
                m_fit_color   = fitness;
                m_fitness    += fitness;
            }
            else
            {
                if (m_heal_time++ < 2000)
                {
                    m_heal_amount = 3 - (3 * (healthlineProx));
                    m_health.add(m_heal_amount);

                    m_fit_color = 0;
                }
                else
                {
                    m_fit_color = -10f;
                }
            }

            fit_samples++;
        });

        // if(m_fit_color > 0){
        //   m_renderer.color = new Color(0,Mathf.Clamp(0.2f+0.8f*(m_fit_color/98),0,1),0,1);
        // } else {
        //   m_renderer.color = new Color(Mathf.Clamp(0.2f+(-0.8f)*(m_fit_color/98), 0, 1),0,0,1);
        // }

        if (m_fit_color > 0f)
        {
            m_renderer.color = new Color(0, 0, Mathf.Clamp(0.2f + 0.8f * (m_fit_color / 10), 0, 1), 1);
        }
        else if (m_fit_color < 0f)
        {
            m_renderer.color = new Color(Mathf.Clamp(0.2f - 0.8f * (m_fit_color / 10), 0, 1), 0, 0, 1);
        }
        else
        {
            m_renderer.color = new Color(0, Mathf.Clamp(0.2f + 0.8f * (m_heal_amount / 3), 0, 1), 0, 1);
        }
    }