First let me apologize for not having my code with me.
With that out of the way, perhaps I can get some pointers on how to achieve this.
What I want to do is cast a ray from my firing location, and then draw a debugging line from the fire location to the point that the ray hits the collider.
With all my various tests, it looks like the hit location isn’t on a straight line from the fire location to where the mouse clicked.
I think part of the problem may stem from the orientation of the fire location. I created an empty GO and parented it to the hand bone of my character. I then rotated the game object so that it’s local pos Z axis is pointing in the correct direction.
I cast my ray from the location of the GO and along it’s forward axis, but as I said, the hit location doesn’t look at all correct.
I will put together a test scene, and see if I can repeat the issue, but I am looking for any input on how to accomplish this. I am looking to do a 2d sprite game, so the raycast needs to only be in the world XY axis. All my objects are on Z = 0.
How would you go about it? Do I need to convert the mouse click location from screen space into world space? Do I need to orient my scene such that the axes I am working in are the world YZ, and all my objects are at X = 0, thus insuring that my rays are by default oriented correctly?
Any pointers to threads that will be of service will work as well.