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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);
    }
}