The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null.
// Apply a force to a clicked rigidbody object.
// The force applied to an object when hit.
var hitForce: 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.AddForce(ray.direction * hitForce);
}
}
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public float hitForce;
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.AddForce(ray.direction * hitForce);
}
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public hitForce as single
def Update():
if Input.GetMouseButtonDown(0):
hit as RaycastHit
ray as Ray = Camera.main.ScreenPointToRay(Input.mousePosition)
if Physics.Raycast(ray, hit):
if hit.rigidbody != null:
hit.rigidbody.AddForce((ray.direction * hitForce))