use Object's vert to pass a ray through when object is ignored?

kind of ran into to a annoying problem.

I’m have some verts position I want to use to set a direction of a raycast. the ray should hit a plane behind the gameObject i use the verts from.

but my ray stops when it hits the gameobject’s verts. When i put it in a layer to ignore or put the plane in a layer to get hit, it stops casting all together… so I’m thinking i can’t use positions for my ray direction from objects that are being ignored? is that right?

code:

void CreateShadowCollision()
	{
		for(int i=0; i<puppets.Count; i++)
		{
			Mesh mesh = puppets[i].GetComponent<MeshFilter>().sharedMesh;
			vertices = mesh.vertices;
			for(int j=0; j<vertices.Length; j++)
				vertices[j] = puppets[i].transform.TransformPoint(vertices[j]);
			sortedVectors = vertices.OrderBy(v => v.y).ToArray<Vector3>();
			Array.Reverse(sortedVectors);
			for(int jj=0; jj<10; jj+=3)
			{
				Ray ray = new Ray(transform.position, sortedVectors[jj]-transform.position);
				RaycastHit hit;
				int layerMask = 1 << LayerMask.NameToLayer("BackGround");
				if(Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask))
				{
					Debug.DrawRay(transform.position, sortedVectors[jj]-transform.position);
				}
			}
		}
	}

silly me forget a collider on the plane… tsss sorry… must have deleted it way before for some reason…