remove this post
Best solution would be to use OnCollisionEnter and check the magnitude of Collision.relativeVelocity
Sample code (completely untested).
// Experiment with this value to find what works for your game
private float breakVelocityLimit = 5;
void OnCollisionEnter(Collision hit){
if(hit.relativeVelocity.sqrMagnitude > breakVelocityLimit){
Destroy (gameObject);
}
}