In the running task, my creature sometimes gets a very high speed. I think it is related to a wrong "vertical distance from start".
I compiled the latest Optimization branch on github (64-bit, Unity version 2018.2.8f1, I had to completely delete the folder Assets\TextMesh Pro to get it to compile). The Optimization branch greatly increases the frequency of this bug. Perhaps something to do with the "transform.position" call in "CalculateBasicBrainInputs()"?
As an aside, I think the Optimization branch does fix the high memory consumption.
Another aside: I looked into compiling my own because I wanted to increase the MAX_DISTANCE from 55. I think once you get 100% fitness, at an equivalent speed of 11 m/s, evolution stops (the best creatures sort is not effective) and I wanted my creature to keep improving. I don't understand how some people got speeds much higher than 12 m/s in some gifs, unless it was a one-off or the design happened to be great to begin with. Point is that once you have a pool of 100% fitness evolution becomes random and not driven by performance?
Thanks for this great simulator!