The Rigidbody of the collider that was hit. If the collider is not attached to a rigidbody then it is null
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// 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 ExampleClass : 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 public class ExampleClass(MonoBehaviour): public hitForce 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.AddForce((ray.direction * hitForce))
See Also: Physics.Raycast, Physics.Linecast, Physics.RaycastAll.