Legacy Documentation: Version 5.3
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# Rigidbody.ClosestPointOnBounds

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public function ClosestPointOnBounds(position: Vector3): Vector3;
public Vector3 ClosestPointOnBounds(Vector3 position);

## Description

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

```// Subtract damage from a character's hit points when an
// explosion occurs.
var hitPoints : float = 10.0;
var rb: Rigidbody;function Start() {
rb = GetComponent.<Rigidbody>();
}
function ApplyDamage(explosionPos : Vector3, radius : float) {
// Find the distance from the explosion position to the surface of the rigidbody.
var closestPoint : Vector3 = rb.ClosestPointOnBounds(explosionPos);
var distance : float = Vector3.Distance(closestPoint, explosionPos);	// Calculate the damage we apply, decreasing with distance from the strike point.
var damage : float  = 1.0 - Mathf.Clamp01(distance / radius);
damage *= 10;

// Apply the damage
hitPoints -= damage;
}
```
```using UnityEngine;
using System.Collections;public class ExampleClass : MonoBehaviour {
public float hitPoints = 10.0F;
public Rigidbody rb;
void Start() {
rb = GetComponent<Rigidbody>();
}
void ApplyDamage(Vector3 explosionPos, float radius) {
Vector3 closestPoint = rb.ClosestPointOnBounds(explosionPos);
float distance = Vector3.Distance(closestPoint, explosionPos);
float damage = 1.0F - Mathf.Clamp01(distance / radius);
damage *= 10;
hitPoints -= damage;
}
}
```