void Start() { spawnpoints = TileController.GetSpawnpoints(); var nnSize = AIController.nnSize; for (int i = 0; i < carCount; i++) { Tile currSpawnpoint = spawnpoints[i % spawnpoints.Count]; GameObject carObject = Instantiate(carPrefab, currSpawnpoint.GetWorldPos(), Quaternion.identity); CarMovement car = carObject.GetComponent <CarMovement>(); Agent agent = new Agent(car); agent.SetSpawnpoint(currSpawnpoint); agent.SetBrain(new NeuralNetwork(nnSize[0], nnSize[1], nnSize[2])); CarController.cars.Add(car); List <Collider> colls = car.GetColliders(); foreach (CarMovement other in CarController.cars) { if (car == other) { continue; } DisableCollisions(colls, other.GetColliders()); } } }