Legacy Documentation: Version 4.6(go to latest)
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.


Suggest a change


Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.


Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.



Switch to Manual
public function ClosestPointOnBounds(position: Vector3): Vector3;
public Vector3 ClosestPointOnBounds(Vector3 position);
public def ClosestPointOnBounds(position as Vector3) as Vector3


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

This can be used to calculate hit points when applying explosion damage.

	var hitPoints : float = 100.0;
	function ApplyHitPoints (explosionPos : Vector3, radius : float) {
		// The distance from the explosion position to the surface of the rigidbody
		var closestPoint : Vector3 = collider.ClosestPointOnBounds(explosionPos);
		var distance : float = Vector3.Distance(closestPoint, explosionPos);

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