I want to find the world coordinates of the point visible in centre of the screen. I can cast a ray from camera centre in the forward direction, but certain objects which are rendered may not have their colliders (need to include them) while some with colliders may not have their renderers (or have transparent textures)(need to exclude them). In such cases Raycast would not be beneficial.
Other option is to use Camera.ScreenToWorldPoint, but for that I don’t know the z-component of the point. Is there any other way we can solve this problem?