Help with making a bigger "RayCast"

I am making a skeet shooter game.
I have a working code that uses raycast to shot at the middle of the screen and blow up a object if it hits it.

Problem is that its so hard to hit because the ray is so tiny. I am looking for a way to be able to decide how big my hit area should be.

Can anyone point me in the right direction? Maybe raycast is not the way to do this.

Code this far:
function Update () {

if(Input.GetButtonDown("Fire1"))
{
	//var ray = Camera.main.ScreenPointToRay (Input.mousePosition);
	
	var ray = Camera.main.ScreenPointToRay (Vector3(Screen.width/2,Screen.height/2,0));
	
	var hit : RaycastHit;
	    	
	if (Physics.Raycast (ray, hit, 1000)) {
    	Debug.DrawLine (ray.origin, hit.point);
    	var objectHit : GameObject = hit.collider.gameObject;
    	objectHit.SendMessage ("GetHit", SendMessageOptions.DontRequireReceiver);
    	
	}
}

}

I have been thinking of shooting more rays in a pattern.
Shooting a ticker ray if possible.
Shooting a invisible object with a Sphere collider set to is trigger.

Any of this seems plausible or do you know of a bether method I can look up how to do.

You could use SphereCast to shoot a thicker ray.