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cast a ray to hit an object in the center of the screen

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Okay, I need to set up a ray so that when it is cast from the camera it will hit/destroy what is currently in the center of the screen, and nothing else along the way. Currently, I can cast a ray from the camera, and it will destroy what it hits, but it doesn't hit what's at the center of the screen, and instead hits a bunch of other stuff. My code goes as follows: var speed : float = 6.0; var jumpSpeed : float = 8.0; var gravity : float = 20.0; var rotSpeed : float = 5.0; var latTarget : Transform; var latRotSpeed : float = 5.0; public var reach : float = 10; var currentTarget :Transform; var cameraPos : Transform; var target : Transform; private var moveDirection : Vector3 = Vector3.zero; function Start() { } function Update() { var hit : RaycastHit; var fwd : Vector3 = cameraPos.TransformDirection(Vector3.forward); var ray : Ray = Camera.main.ViewportPointToRay (Vector3(0.5,0.5,0)); var controller : CharacterController = GetComponent.(); if (controller.isGrounded) { // We are grounded, so recalculate // move direction directly from axes moveDirection = Vector3(Input.GetAxis("Horizontal"), 0,Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton ("Jump")) { moveDirection.y = jumpSpeed; } } transform.RotateAround(target.position, Vector3.up, Input.GetAxis("Mouse X")*rotSpeed); transform.RotateAround(latTarget.position, Vector3.left, Input.GetAxis("Mouse Y")*(latRotSpeed)); //if (transform.eulerAngles. transform.eulerAngles.z = 0; // Apply gravity moveDirection.y -= gravity * Time.deltaTime; // Move the controller controller.Move(moveDirection * Time.deltaTime); if (Physics.Raycast(ray, hit, reach)) { if(Input.GetMouseButton(1)){ Destroy(hit.transform.gameObject); Debug.Log("I'm hitting something"); } } } Thank you for your help, in advance.

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