void Start() { squareMaxSpeed = maxSpeed * maxSpeed; squareNeighborRadius = neighborRadius * neighborRadius; squareAvoidanceRadius = squareNeighborRadius * avoidanceRadiusFactor * avoidanceRadiusFactor; for (int i = 0; i < startingCount; i++) { Boids new_boid = Instantiate(boidPrefab, Random.insideUnitCircle * startingCount * boid_density, Quaternion.Euler(Vector3.forward * Random.Range(0f, 360f)), transform); new_boid.name = "Boid " + i; new_boid.Initialize(this); boids.Add(new_boid); } }