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);
 }