Why is Raycast hitting masked layer?

Many questions have been posted on this topic but I’m facing a weird behavior which I could not find an explaination for.

I perform a raycast giving it a LayerMask parameter which is defined as public variable and set in the inspector with thick on layer “Wall” and “Enemy”.

At first glance it appeared to work fine because raycast rightly stops on GameObjects with that layer.

But then I saw that it stopped also on GameObjects with default layer, like if the LayerMask was ignored. Is there something I’m missing?

According to this answer I set up everything correctly and I expected it to work fine.

Looking at the inspector at Runtime I can clearly see that my mask is set only to “Wall” and “Enemy”, and that the GameObject the collider is attached to has default layer set. I’m then stating that the mask the way I’m using it does not exclude other layers. The only way I found to have this working is by setting that GameObject layer to Ignore Raycast but in this case the LayerMask is not necessary.

I’m calling the function this way:

RaycastHit2D inSight = Physics2D.Raycast(start, end, lm); 

Maybe is there something different using Physics2D?
I would really enjoy touse LayerMasks instead of giving specifically Ignore Raycast to whatever I want to ignore. Any clue?

@Leggy7

giving a layer, while raycasting means that that raycast will return any info if it hits the objects of that layer. but i can collide with every layer.

if you want that you can use ignoreraycast layer.