Quick answer: Draw the ray with Debug.DrawRay to see where it goes, confirm the target has a collider on a layer the mask includes, and check the direction is normalized and the distance is long enough.

A raycast that never reports a hit is usually pointed wrong, too short, or filtered out by a layer mask. Visualising the ray turns guesswork into a quick fix. Here is the checklist.

How to fix it

1. Visualise the ray

Add Debug.DrawRay with the same origin, direction, and length, and watch it in the Scene view. You will usually see at once that it is too short, aimed the wrong way, or starting inside the object.

2. Check the layer mask and collider

If you pass a LayerMask, the target must be on an included layer — an inverted or wrong mask silently filters it out. The target also needs an active collider; a raycast ignores objects without one.

3. Fix origin, direction, and distance

Use a normalized direction and a distance long enough to reach the target. Starting the ray inside a collider can skip it; offset the origin slightly. transform.forward, not a zero vector, for the direction.

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 Unity 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.

A crash you can name from its stack trace is a crash you can usually fix in minutes.