For my project it's very convenient to have the project setting "Queries start in colliders" disabled. This does however have the consequence that the following (commonly used) method of getting a game object under the mouse position doesn't work: Code (CSharp): var hitInfo = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero) //then use hitInfo for retreiving the object. This doesn't work because the ray starts in the collider of the gameObject, and therefore doesn't collide due to the project setting I use. Now I'm struggling to find another way of detecting game objects under the mouse that is as powerful (i.e. works for any collider and doesn't need explicit coding to handle each collider). Does anyone have suggestions, or should I just accept that this isn't possible with the project setting used?