Yep.I found the example. The problem is that I am trying to do it in 3D because the example used a 2d sprite and detects the hit point in this sprite to display the green dot. I want to do the same in 3d. I have done this so far but I am missing something and I can't display the green dot (which I made a green sphere) in 3d correctly:

```
IEnumerator EyeRaycast(float steptime)
{
while (true)
{
if (Camera.main)
{
matrix = Matrix4x4.TRS(Camera.main.transform.position, Camera.main.transform.rotation, Vector3.one);
}
else
{
matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one);
}
bool result = (PXR_EyeTracking.GetCombineEyeGazePoint(out Vector3 Origin) && PXR_EyeTracking.GetCombineEyeGazeVector(out Vector3 Direction));
PXR_EyeTracking.GetCombineEyeGazePoint(out Origin);
PXR_EyeTracking.GetCombineEyeGazeVector(out Direction);
var RealOriginOffset = matrix.MultiplyPoint(Origin);
var DirectionOffset = matrix.MultiplyVector(Direction);
if (result)
{
Ray ray = new Ray(RealOriginOffset, DirectionOffset);
//Debug.DrawRay(ray.origin, ray.direction * 10, Color.red);
//RaycastHit hit;
if (Physics.Raycast(ray, 200, worldLayer))
{
greenpoint.gameObject.SetActive(true);
greenpoint.DOMove(DirectionOffset, steptime).SetEase(Ease.Linear);
/*if (hit.collider.CompareTag("target"))
{
Debug.Log("target" + hit.point);
greenpoint.gameObject.SetActive(true);
greenpoint.DOMove(hit.point, steptime).SetEase(Ease.Linear);
}*/
}
else
{
greenpoint.gameObject.SetActive(false);
}
}
yield return new WaitForSeconds(steptime);
}
}
```

I think the problem is in the line below (DirectionOffset instead of hit.point) but I don't know how to fix it:

```
greenpoint.DOMove(DirectionOffset, steptime).SetEase(Ease.Linear);
```

I've set the layer mask correctly so that it detects only objects in the world layer. Any help will be very much appreciated.