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 ExampleClass : 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 ExampleClass(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.