i am working on a racing game but when the car crashes, it just bounces off the collider. How do i make the body mesh fold or bend to look like a real crash, like in burnout?
Forum is down at the moment but there was a thread about dynamically deforming a car's mesh from collisions. If that's too much work for you you can either hide your car model and swap it for a smashed one or you can have car parts come off from collisions and reveal damaged body work under it. Just make the car parts children of the car object and detach the children during a collision.
Here you have one:
http://forum.unity3d.com/threads/50214-NOW-WITH-SOURCE-Mesh-deformation-on-impact
and other:
http://forum.unity3d.com/threads/52040-Deform-Script-(early-stage)
I've started using the first one and looks good. The second one looks better IMHO and it allows "bouncing" (deformation, then returning progressively to the original state); but the problem is that the code requires you to do some obvious optimization (i.e. extract some sentences from inner loops).
you have to create anoter mesh with fold or bend,and when car have a collision just turn off current mesh and turn on folded or bended mesh.