Rigidbody.ClosestPointOnBounds Manual     Reference     Scripting  
Scripting > Runtime Classes > Rigidbody

function ClosestPointOnBounds (position : Vector3) : Vector3


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

This can be used to calculate hit points when applying explosion damage. Or calculating explosion forces that act on a point on the surface of the rigidbody

var hitPoints = 10.0;
function ApplyHitPoints (explosionPos : Vector3, radius : float) {
// The distance from the explosion position to the surface of the rigidbody
var closestPoint = rigidbody.ClosestPointOnBounds(explosionPos);
var distance = Vector3f.Distance(closestPoint, explosionPos);

// The hit points we apply fall decrease with distance from the hit point
var damage = 1.0 - Mathf.Clamp01(distance / radius);

// This is the final hitpoints we want to apply. 10 at maximum.
damage *= 10;

// Apply the damage
hitPoints -= damage;