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# Collider.ClosestPoint

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public method ClosestPoint(position: Vector3): Vector3;
public Vector3 ClosestPoint(Vector3 position);

## Parameters

 position Location you want to find the closest point to.

## Returns

Vector3 The point on the collider that is closest to the specified location.

## Description

Returns a point on the collider that is closest to a given location.

This method computes the point on the collider that is closest to a 3d location in the world. In the example below `closestPoint` is the point on the collider and `location` is the point in 3d space. If `location` is in the collider the `closestPoint` will be inside.

Note: The difference from ClosestPointOnBounds is that the returned point is actually on the collider instead of on the bounds of the collider. (bounds is a box that surrounds the collider.)

```#pragma strict
// Note that closestPoint is based on the surface of the collider
// and location represents a point in 3d space.
// The gizmos work in the editor.
//
// Create an origin-based cube and give it a scale of (1, 0.5, 3).
// Change the BoxCollider size to (0.8, 1.2, 0.8).  This means that
// collisions will happen when a GameObject gets close to the BoxCollider.
// The ShowClosestPoint.cs script shows spheres that display the location
// and closestPoint.  Try changing the BoxCollider size and the location
// values.
// Attach this to a GameObject that has a Collider component attached
public class ShowClosestPoint extends MonoBehaviour {
public var location: Vector3;
public function OnDrawGizmos() {
var collider: var = GetComponent.<Collider>();
if (!collider) {
return ;
// nothing to do without a collider
}
var closestPoint: Vector3 = collider.ClosestPoint(location);
Gizmos.DrawSphere(location, 0.1f);
Gizmos.DrawWireSphere(closestPoint, 0.1f);
}
}```
```using UnityEngine;// Note that closestPoint is based on the surface of the collider
// and location represents a point in 3d space.
// The gizmos work in the editor.
//
// Create an origin-based cube and give it a scale of (1, 0.5, 3).
// Change the BoxCollider size to (0.8, 1.2, 0.8).  This means that
// collisions will happen when a GameObject gets close to the BoxCollider.
// The ShowClosestPoint.cs script shows spheres that display the location
// and closestPoint.  Try changing the BoxCollider size and the location
// values.// Attach this to a GameObject that has a Collider component attached
public class ShowClosestPoint : MonoBehaviour
{
public Vector3 location;    public void OnDrawGizmos()
{
var collider = GetComponent<Collider>();        if (!collider)
{
return; // nothing to do without a collider
}        Vector3 closestPoint = collider.ClosestPoint(location);        Gizmos.DrawSphere(location, 0.1f);
Gizmos.DrawWireSphere(closestPoint, 0.1f);
}
}
```

Note: Same as Physics.ClosestPoint but doesn't allow passing a custom position and rotation. Instead, it uses the position of the collider.