Get worldspace origin of collider from raycast?

is there a way to retrive the worldpsace coordinates of a collider if it is hit by a ray? (from the ray script).
if not how could i calculate it? In case it is not possible I noticed there is a hit.collider.offset vector.
What would be the correct formula to get the worldspace position? cause I’m trying by adding Offset+worldspace position but it doesn t work right. what if the object of the collider is at an angle?
btw I’m using a circlecollider2d

It’s not clear what you mean by origin. Of course every collider is just a component of a gameobject. The gameobject has an origin / pivot / worldspace position which you can get through transform.position. This is where the handle will be shown in the editor when your handle mode is “pivot”. If you’re looking for the center of the collider there are two ways. First you can use transform.TransformPoint(collider.offset). Second you can use collider.bounds.center which should give you the same position for a circle collider.