private void ImpartInitialForce(Entity oldAsteroid, Entity newAsteroid, Vector2 vec) { var oldVel = oldAsteroid.rigidbody.rigidbody.velocity; var torque = (vec.x + UnityEngine.Random.Range(-1, 1)) * 0.2f; newAsteroid.ReplaceForce(new List<Vector2> { vec, oldVel * 0.5f }, torque); }