ClosestPointOnBounds(position: Vector3): Vector3;
Vector3 ClosestPointOnBounds(Vector3 position);
def ClosestPointOnBounds(position as Vector3) as Vector3

The closest point to the bounding box of the attached colliders.

This can be used to calculate hit points when applying explosion damage. Or calculating explosion forces that act on a point on the surface of the rigidbody.
	var hitPoints : float = 10.0;
	function ApplyHitPoints (explosionPos : Vector3, radius : float) {
		// The distance from the explosion position to the surface of the rigidbody
		var closestPoint : Vector3 = rigidbody.ClosestPointOnBounds(explosionPos);
		var distance : float = Vector3.Distance(closestPoint, explosionPos);

// The hit points we apply fall decrease with distance from the hit point var damage : float = 1.0 - Mathf.Clamp01(distance / radius); // This is the final hitpoints we want to apply. 10 at maximum. damage *= 10; // Apply the damage hitPoints -= damage; }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public float hitPoints = 10.0F;
    void ApplyHitPoints(Vector3 explosionPos, float radius) {
        Vector3 closestPoint = rigidbody.ClosestPointOnBounds(explosionPos);
        float distance = Vector3.Distance(closestPoint, explosionPos);
        float damage = 1.0F - Mathf.Clamp01(distance / radius);
        damage *= 10;
        hitPoints -= damage;
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public hitPoints as float = 10.0F

	def ApplyHitPoints(explosionPos as Vector3, radius as float) as void:
		closestPoint as Vector3 = rigidbody.ClosestPointOnBounds(explosionPos)
		distance as float = Vector3.Distance(closestPoint, explosionPos)
		damage as float = (1.0F - Mathf.Clamp01((distance / radius)))
		damage *= 10
		hitPoints -= damage