Legacy Documentation: Version 5.3
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public function ClosestPointOnBounds(position: Vector3): Vector3;
public Vector3 ClosestPointOnBounds(Vector3 position);



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; } }