Resume movement of instanced object relative to the original after instantiation.

I’m working on some mechanism where after I throw an object, at a certain impact force break the object. My only problem is after the cracked version of the moving original one, the direction/movement of the original one gets lost, and leaving the instance just stop on instantiation then going to pieces, now that’s just not realistic. As an example watch a hl2 demo of its physics on throwing.

You could give the original object’s velocity to your instantiated objects. Something like this:

    void OnImpact()
    {
        GameObject myCracked = Instantiate(Cracked, transform.position, Quaternion.identity) as GameObject;
        myCracked.GetComponent<Rigidbody>().velocity = GetComponent<Rigidbody>().velocity;
    }

Found the solution after a some trial and error.

I found out using a GetComponentsInChildren and using you said @ray2yar. Thanks.