Quick answer: Start the ray outside the caster's collider, use a layer mask that excludes the caster, or ignore the caster in the hit results.

A raycast hitting the caster is an origin-inside-collider problem. Here is how to fix it.

How to fix it

1. Start outside the collider

Offset the ray origin so it begins outside the caster's own collider. A ray starting inside the collider registers a hit on the caster immediately, before reaching anything else.

2. Exclude the caster with a layer mask

Put the caster on a layer the raycast's mask excludes, or use a mask that only includes the layers you care about, so the ray ignores the caster's collider entirely.

3. Ignore the caster in results

If the ray can hit multiple things, skip any hit on the caster in the results, or use the raycast variant that ignores a specific collider, so a self-hit does not block detecting the real target.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.