The closest point to the bounding box of the attached collider.
var hitPoints : float = 100.0; function ApplyHitPoints (explosionPos : Vector3, radius : float) { // The distance from the explosion position to the surface of the rigidbody var closestPoint : Vector3 = collider.ClosestPointOnBounds(explosionPos); var distance : float = Vector3.Distance(closestPoint, explosionPos); // The hit points we apply fall decrease with distance from the hit point var hitPoints : float = 1.0 - Mathf.Clamp01(distance / radius); // This is the final hitpoints we want to apply. 10 at maximum hitPoints *= 10; }