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public Vector3 ClosestPoint(Vector3 position);


positionLocation you want to find the closest point to.


Vector3 The point on the collider that is closest to the specified location.


Returns a point on the collider that is closest to a given location.

This method computes the point on the collider that is closest to a 3d location in the world. In the example below closestPoint is the point on the collider and location is the point in 3d space.

Note: The difference from ClosestPointOnBounds is that the returned point is actually on the collider instead of on the bounds of the collider. (bounds is a box that surrounds the collider.)

using UnityEngine;

// Note that closestPoint is based on the surface of the collider. // location represents a point in 3d space. // The gizmos work in the editor.

// Attach this to a GameObject that has a Collider component attached public class ShowClosestPoint : MonoBehaviour { public Vector3 location;

public void OnDrawGizmos() { var collider = GetComponent<Collider>();

if (!collider) return; // nothing to do without a collider

Vector3 closestPoint = collider.ClosestPoint(location);

Gizmos.DrawSphere(location, 0.1f); Gizmos.DrawWireSphere(closestPoint, 0.1f); } }

Note: Same as Physics.ClosestPoint but doesn't allow passing a custom position and rotation. Instead, it uses the position of the collider.

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