void FixedUpdate()
    {
        // Handle Avoidance Stuff
        Collider[]        avoidanceColliderArray = Physics.OverlapSphere(transform.position, avoidanceFilterRange, avoidanceMask);
        List <GameObject> avoidanceList          = new List <GameObject>();

        foreach (Collider collider in avoidanceColliderArray)
        {
            if (collider.gameObject != this.gameObject)
            {
                avoidanceList.Add(collider.gameObject);
            }
        }
        // Handle Goal Stuff
        Collider[]        goalColliderArray = Physics.OverlapSphere(transform.position, avoidanceFilterRange, goalMask);
        List <GameObject> goalList          = new List <GameObject>();

        if (defaultGoal != null && goalColliderArray.Length == 0)
        {
            goalList.Add(defaultGoal);
        }
        else
        {
            foreach (Collider collider in goalColliderArray)
            {
                GameObject collidedObject = collider.gameObject;
                if (collidedObject != this.gameObject &&
                    collidedObject != defaultGoal)
                {
                    if (Player.Instance.gameObject == collidedObject)
                    {
                        if (Player.Instance.Alive)
                        {
                            goalList.Add(collider.gameObject);
                        }
                    }
                    else
                    {
                        goalList.Add(collider.gameObject);
                    }
                }
            }
        }

        // Set Up BoidScript
        boidScript.GoalList      = goalList;
        boidScript.AvoidanceList = avoidanceList;
        Vector3 boidVelocity = boidScript.UpdateVelocity();

        // Add Force to Rigidbody
        if (boidVelocity.sqrMagnitude > 0 && rigidbody != null)
        {
            boidVelocity.y = 0;
            Vector3 newForce =
                Vector3.Normalize(boidVelocity)
                * acceleration
                * BoidSpawnManager.Instance.BoidSpeedMultiplier
                / rigidbody.mass;
            transform.rigidbody.AddForce(newForce, ForceMode.Force);
        }
    }