Legacy Documentation: Version 2018.2 (Go to current version)
  • C#


Suggest a change


Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.


Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.



public Vector3 ClosestPointOnBounds(Vector3 position);


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

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

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; } }