// Update is called once per frame void Update() { if (currentMenu == MENU.TRAIN) { if ((currentGenTime >= maxTimeout) || nActiveCars <= 0) { EndGen(); } else if (currentGenTime >= 0) { currentGenTime += Time.fixedDeltaTime; } } cUIInterval += Time.fixedUnscaledDeltaTime; if (cUIInterval > updateUIInterval) { if (currentMenu == MENU.TRAIN) { spawnedCars = spawnedCars.OrderByDescending(o => o.GetFitness()).ToList();//Sort by fitness } uiCtrl.UpdateGamePlayUI(); cUIInterval = 0; if (generation > 0) { if (spawnedCars[0].GetFitness() > fitCurGen) { fitCurGen = spawnedCars[0].GetFitness(); } } } }