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public function GetRelativePointVelocity(relativePoint: Vector3): Vector3;
public Vector3 GetRelativePointVelocity(Vector3 relativePoint);
public def GetRelativePointVelocity(relativePoint as Vector3) as Vector3


The velocity relative to the rigidbody at the point relativePoint.

GetRelativePointVelocity will take the angularVelocity of the rigidbody into account when calculating the velocity.

	// Prints the velocity of the wheel

var point : Vector3; var velocity : Vector3; point = transform.InverseTransformPoint(Vector3(0, -.2, 0)); velocity = rigidbody.GetPointVelocity(point); print(velocity.magnitude);
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Vector3 point;
    public Vector3 velocity;
    void Example() {
        point = transform.InverseTransformPoint(new Vector3(0, -0.2F, 0));
        velocity = rigidbody.GetPointVelocity(point);
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public point as Vector3

	public velocity as Vector3

	def Example() as void:
		point = transform.InverseTransformPoint(Vector3(0, -0.2F, 0))
		velocity = rigidbody.GetPointVelocity(point)