// Update is called once per frame
    // Using Fixed update because it's easy to speed up. When in real time, should probably split decision making into Update() from action activation in FixedUpdate()
    void FixedUpdate()
    {
        if (!m_is_initialized)
        {
            Debug.LogError("Creatures require initilization after Instantiation");
        }

        //Tick Event Managers
        m_tm.tick(Time.fixedDeltaTime);
        m_im.tick(Time.fixedDeltaTime);

        //Set forward to correct forward vector
        m_forward = Vector2Calc.fromAngle(gameObject.transform.rotation.eulerAngles.z + 90);

        //Actiavte and flush the actions priority list
        m_actions.activate();
    }
    // Using Fixed update because it's easy to speed up. When in real time, should probably split decision making into Update() from action activation in FixedUpdate()
    void FixedUpdate()
    {
        if (!m_is_initialized)
        {
            Debug.LogError("Creatures require initilization after Instantiation");
        }

        //Tick the timeout event manager
        m_tm.tick(Time.fixedDeltaTime);
        m_im.tick(Time.fixedDeltaTime);
        m_cooldowns.tickAll(Time.fixedDeltaTime);

        //Set forward to correct forward vector
        m_forward = Vector2Calc.fromAngle(gameObject.transform.rotation.eulerAngles.z + 90);

        if (!m_brain_stop)
        {
            if (m_decision_time)
            {
                m_actions.flush();
                //Call fixed update of Controller to do one brain iteration
                setBehaviours();
                m_decision_time = false;
            }

            //Actiavte and flush the actions priority list
            m_actions.activate();
        }

        //Update fitness for this frame
        m_fitness += fitnessUpdate();

        energyConsumer(Time.fixedDeltaTime * 0.2f);
        consumeMoveEnergy(Time.fixedDeltaTime);

        if (m_energy.isMin())
        {
            m_renderer.color = Color.red;
        }
        else
        {
            m_renderer.color = Color.green;
        }
    }