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Simple Car Crash - Physics Simulator Mod Patched

Create CrashDeformation.cs.

using UnityEngine;
using System.Collections.Generic;

[RequireComponent(typeof(MeshFilter))] public class CrashDeformation : MonoBehaviour public float deformationRadius = 0.5f; public float maxDeformation = 0.3f; public float damageThreshold = 2f; // Minimum impact force

private MeshFilter meshFilter;
private MeshCollider meshCollider;
private Vector3[] originalVertices;
private Vector3[] currentVertices;
void Start()
meshFilter = GetComponent<MeshFilter>();
    meshCollider = GetComponent<MeshCollider>();
// Create a copy of the mesh to modify
    meshFilter.mesh.MarkDynamic();
    originalVertices = meshFilter.mesh.vertices;
    currentVertices = new Vector3[originalVertices.Length];
    System.Array.Copy(originalVertices, currentVertices, originalVertices.Length);
// Detect Collision
void OnCollisionEnter(Collision collision)
if (collision.relativeVelocity.magnitude < damageThreshold) return;
// Loop through all contact points
    foreach (ContactPoint contact in collision.contacts)
DeformMesh(contact.point, collision.relativeVelocity.normalized);
void DeformMesh(Vector3 impactPoint, Vector3 direction)
Vector3 localImpactPoint = transform.InverseTransformPoint(impactPoint);
    Vector3 localDirection = transform.InverseTransformDirection(direction);
bool changed = false;
for (int i = 0; i < currentVertices.Length; i++)
float distance = Vector3.Distance(currentVertices[i], localImpactPoint);
if (distance < deformationRadius)
// Calculate deformation intensity (stronger near center)
            float deformationAmount = (1 - (distance / deformationRadius)) * maxDeformation;
// Move vertex inward
            currentVertices[i] += localDirection * deformationAmount;
            changed = true;
if (changed)
// Apply changes
        meshFilter.mesh.vertices = currentVertices;
        meshFilter.mesh.RecalculateNormals();
        meshFilter.mesh.RecalculateBounds();
// Update collider if needed (expensive operation)
        if (meshCollider != null)
meshCollider.sharedMesh = null;
            meshCollider.sharedMesh = meshFilter.mesh;


Before writing code, you need to understand the hierarchy of a destructible car.

1. The Car Hierarchy:


Users installed the mod to:

A standard Rigidbody adds weight, but a crash mod needs deformation. We will implement a Vertex Manipulation system.

At speeds above 140 kph, vehicles would sometimes phase through barriers or other cars entirely. The physics engine would fail to register the impact, ruining careful stunt setups.

"Simple" mods often lag because mesh deformation is CPU heavy. Here is how to patch performance: simple car crash physics simulator mod patched


Use these search strings (with quotes for precision):

Add site:reddit.com or before:2025 to filter fresh content.


One of the most unrealistic aspects of the old mod was that wheels would detach at the same force regardless of suspension. The patch introduces variable shear strength. A racing slick comes off easily; a reinforced off-road tire stays on longer, even if the axle is bent. Create CrashDeformation

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