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# Collider.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 collider.

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

```#pragma strict
public var hitPoints: float = 100.0F;
public var coll: Collider;
function Start() {
coll = GetComponent.<Collider>();
}
function ApplyHitPoints(explosionPos: Vector3, radius: float) {
// The distance from the explosion position to the surface of the collider.
var closestPoint: Vector3 = coll.ClosestPointOnBounds(explosionPos);
var distance: float = Vector3.Distance(closestPoint, explosionPos);
// The damage should decrease with distance from the explosion.
var damage: float = 1.0F - Mathf.Clamp01(distance / radius);
hitPoints -= damage * 10.0F;
}```
```using UnityEngine;
using System.Collections;public class ExampleClass : MonoBehaviour
{
public float hitPoints = 100.0F;
public Collider coll;
void Start()
{
coll = GetComponent<Collider>();
}    void ApplyHitPoints(Vector3 explosionPos, float radius)
{
// The distance from the explosion position to the surface of the collider.
Vector3 closestPoint = coll.ClosestPointOnBounds(explosionPos);
float distance = Vector3.Distance(closestPoint, explosionPos);        // The damage should decrease with distance from the explosion.
float damage = 1.0F - Mathf.Clamp01(distance / radius);
hitPoints -= damage * 10.0F;
}
}
```