RaycastHit.point
var point: Vector3;
Vector3 point;
point as Vector3
Description

The impact point in world space where the ray hit the collider.

	// Apply a force to a rigidbody in the scene at the point
	// where it is clicked.
	
	// The force with which the target is "poked" when hit.
	var pokeForce: float;
	
	function Update () {
		if (Input.GetMouseButtonDown(0)) {
			var hit: RaycastHit;
			var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
			
			if (Physics.Raycast(ray, hit)) {
				if (hit.rigidbody != null)
					hit.rigidbody.AddForceAtPosition(ray.direction * pokeForce, hit.point);
			}
		}
	}
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public float pokeForce;
    void Update() {
        if (Input.GetMouseButtonDown(0)) {
            RaycastHit hit;
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(ray, out hit))
                if (hit.rigidbody != null)
                    hit.rigidbody.AddForceAtPosition(ray.direction * pokeForce, hit.point);
                
            
        }
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public pokeForce as float

	def Update() as void:
		if Input.GetMouseButtonDown(0):
			hit as RaycastHit
			ray as Ray = Camera.main.ScreenPointToRay(Input.mousePosition)
			if Physics.Raycast(ray, ):
				if hit.rigidbody != null:
					hit.rigidbody.AddForceAtPosition((ray.direction * pokeForce), hit.point)

See Also: Physics.Raycast, Physics.Linecast.