float[][] mate(MissileControlRandomSpaceJunk parent1, MissileControlRandomSpaceJunk parent2)
    {
        float[] childThrusterLeft  = new float[numGenes];
        float[] childThrusterRight = new float[numGenes];
        float   parent1Percentage  = (float)parent1.fitness / (float)(parent1.fitness + parent2.fitness);
        float   parent2Percentage  = (float)parent2.fitness / (float)(parent1.fitness + parent2.fitness);

        for (int i = 0; i < numGenes; i++)
        {
            childThrusterLeft[i]  = (parent1.thrusterLeftForces[i] * parent1Percentage) + (parent2.thrusterLeftForces[i] * parent2Percentage);
            childThrusterRight[i] = (parent1.thrusterRightForces[i] * parent1Percentage) + (parent2.thrusterRightForces[i] * parent2Percentage);
        }
        return(new float[][] { mutate(childThrusterLeft), mutate(childThrusterRight) });
    }
    void destroyAndCreate(List <MissileControlRandomSpaceJunk> matingpool, MissileControlRandomSpaceJunk mostFit)
    {
        Quaternion rotation = new Quaternion(0, 0, 0, 1);

        //assign random mass?
        Destroy(rockets[0]);
        rockets[0]        = Instantiate(rocketPrefab, startPos.position, rotation) as GameObject;
        rocketsControl[0] = rockets[0].GetComponentInChildren <MissileControlRandomSpaceJunk>();
        rocketsControl[0].thrusterLeftForces  = mostFit.thrusterLeftForces;
        rocketsControl[0].thrusterRightForces = mostFit.thrusterRightForces;
        rocketsControl[0].goalTransform       = goalTransform;
        rocketsControl[0].speed      = speed;
        rocketsControl[0].mileStones = mileStones;
        rocketsControl[0].numGenes   = numGenes;
        rocketsControl[0].slerpRate  = slerpRate;
        Destroy(rockets[1]);
        rockets[1]        = Instantiate(rocketPrefab, startPos.position, rotation) as GameObject;
        rocketsControl[1] = rockets[1].GetComponentInChildren <MissileControlRandomSpaceJunk>();
        rocketsControl[1].thrusterLeftForces  = mostFit.thrusterLeftForces;
        rocketsControl[1].thrusterRightForces = mostFit.thrusterRightForces;
        rocketsControl[1].goalTransform       = goalTransform;
        rocketsControl[1].speed      = speed;
        rocketsControl[1].mileStones = mileStones;
        rocketsControl[1].numGenes   = numGenes;
        rocketsControl[1].slerpRate  = slerpRate;
        for (int i = 2; i < numRockets; i++)
        {
            int       parent1 = UnityEngine.Random.Range(0, matingpool.Count);
            int       parent2 = UnityEngine.Random.Range(0, matingpool.Count);
            float[][] forces  = mate(matingpool[parent1], matingpool[parent2]);
            Destroy(rockets[i]);
            rockets[i]        = Instantiate(rocketPrefab, startPos.position, rotation) as GameObject;
            rocketsControl[i] = rockets[i].GetComponentInChildren <MissileControlRandomSpaceJunk>();
            rocketsControl[i].thrusterLeftForces  = forces[0];
            rocketsControl[i].thrusterRightForces = forces[1];
            rocketsControl[i].goalTransform       = goalTransform;
            rocketsControl[i].speed      = speed;
            rocketsControl[i].mileStones = mileStones;
            rocketsControl[i].numGenes   = numGenes;
            rocketsControl[i].slerpRate  = slerpRate;
        }
        for (int i = 0; i < numRockets; i++)
        {
            rocketsControl[i].isReady = true;
        }
    }