Make object tip over

Hi all, wondering how i can make an object standing on its end IE. A Domino fall ‘FORWARD’ to the objects space and rotation NOT world space…

AddForce does not work as expected and only tips the object according to world space. so if i rotate the object 90 degrees it will not longer fall forward, it will now fall sideways…

my current code is useless and nothing as to what i need…

        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        RaycastHit hitInfo;
        if (Physics.Raycast(ray, out hitInfo))
        {
                if (hitInfo.collider.CompareTag("DominoFrontFace"))
                {
                    hitInfo.collider.GetComponentInParent<Rigidbody>().AddForce(transform.position += Vector3.right * forceAmount);
                }
                if (hitInfo.collider.CompareTag("DominoBackFace"))
                {
                    hitInfo.collider.GetComponentInParent<Rigidbody>().AddForce(transform.position += Vector3.left * forceAmount);
                }
        }

with this current code as well as pushing the objects in a direction that makes no sense to the current objects rotation, it also always multiplies the force added, meaning each and every time i click on a domino to make it tip over the force gets stronger and stronger and starts throwing the dominos rather than tipping them over.

Video showing what happens, as people are unaware that adding force only goes in one direction according to world space, no matter the rotation of the domino.
Youtube Video

AddForce( pos + dir ) makes no sense. AddForce takes a direction, not a position.

The call you want does use world coordinates, but lets you define where on the rigidbody to apply the force: AddForceAtPosition( force, position ).

To always have the domino fall forward in localspace, you can just use the domino’s local transformation: body.AddForceAtPosition( body.rotation * Vector3.forward, hitinfo.point );